CHAPTER 5:MONSTERSINFERNALLarge Outsider (Evil) (Chaotic or Lawful)Hit Dice: 40d8+360 (680 hp)Initiative: +11 (+7 Dex, +4 Improved Initiative)Speed: 80 ft., fly 240 ft. (perfect)AC: 50 (+7 Dex, –1 size, +34 natural)Attacks: 2 claws +56 melee, 1 bite +50 melee, 2 wings +50melee, 1 tail slam +50 meleeDamage: Claw 4d6+16, bite 4d8+8 +spell suck, wing2d6+8, tail slam 4d8+8Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Improved grab, spell suck, learned spellimmunity, spell-like abilities, summon fiendSpecial Qualities: Abomination traits, fasthealing 15, regeneration 15, SR 38, DR35/+7Skills: Balance +11, Concentration +52,Diplomacy +13, Escape Artist +50,Hide +46, Jump +21, Knowledge(arcana) +49, Knowledge (the planes)+49, Listen +53, Move Silently +50,Scry +49, Search +49, Sense Motive+51, Spellcraft +49, Spot +53,Tumble +50Feats: Alertness, Cleave, GreatCleave, Improved Initiative,Power Attack, Sunder, WeaponFocus (claw)<strong>Epic</strong> Feats: Blinding Speed (×2),Tenacious Magic (improved invisibility),Tenacious Magic (blur)Saves: Fort +31, Ref +29, Will +30Abilities: Str 43, Dex 25, Con 28,Int 22, Wis 26, Cha 29Climate/Terrain: AnyOrganization: Solitary or hellbrigade (1 infernal and 1d4balors, or 1 infernal and 1d4 pitfiends)Challenge Rating: 26Treasure: StandardAlignment: Lawful evil or chaotic evilAdvancement: 41–50 HD (Large);51–56 HD (Huge); 57–72 HD(Gargantuan)Infernals are born of the ill-starredmeeting of god and fiend.Even gods are seduced, and fromthe union of heaven and hell areborn fiendish abominations called infernals. Thoseborn of god and baatezu are lawful, and infernals bornof god and tanar’ri are chaotic. All are horrors offiendish form, pitch-black scaled humanoids standing15 or more feet tall. Vast dragonlike wings enfold eachinfernal, but are unable to hide the tearing claws, thehellish maw, or the eyes from which gleam the promiseof eternal damnation.Unlike many other abominations, infernals havemore freedom to roam areas of their hells of origin,though they are proscribed by divine decree frommoving farther afield. This suits the various princes ofthe Nine Hells and the Abyss, because many infernalsare possessed of such might that they could challengeeven a prince’s supremacy. For this reason, most powersof the lower planes seek to further isolate infernals ifpossible, or even slaying them when they can. Fortheir part, infernals plot and scheme with maliceunlike any other, until the time is right to tear themultiverse to ribbons.CombatInfernals are mighty creatures, and crafty. Ifpossible, they seek to neutralize spellcastingfoes first, should any conflict arise. Theirbite sucks the spells and minds of any it cancatch. Infernals cast blur and improvedinvisibility on themselves as neededduring combat.Improved Grab (Ex): If an infernalhits with a claw, it deals normal damageand attempts to start a grapple as a freeaction without provoking an attack ofopportunity. Infernals can use thisability on Large and smaller creatures.The infernal has the option to conductthe grapple normally, or simply use itsclaw to hold the opponent. Each successfulgrapple check it makes duringsuccessive rounds automatically dealsstandard claw damage, in addition toautomatic spell suck damage.Spell Suck (Su): If an infernal bitesa foe, the foe loses one of its highestlevelprepared spells or one of the spellslots for this day that it has not used. Thevictim chooses the prepared spell tolose. If the victim has no preparedspells or unused spell slots (eitherbecause it has exhausted itsspellcasting for the day or because thevictim is not a spellcaster), the biteinstead deals 2 points of temporaryIntelligence damage.Learned Spell Immunity (Su):If an infernal is affected by a spellcast by a particular spellcaster, theinfernal thereafter becomes immune tothat spell when cast by that spellcaster. For instance, ifthe infernal is hit by Mialee’s horrid wilting and isaffected, it then becomes immune to horrid wilting ifcast by Mialee ever again, though if Hennet casts horridwilting on the infernal, it is subject to the spell’s effects(the first time).Spell-Like Abilities: At will—animate dead, blasphemy,blur, charm person, create undead, darkness, deeper164
darkness, desecrate, detect chaos, detect good, detect law,detect magic, fear, fireball, greater dispelling, hold person,improved invisibility, magic circle against good, major image,produce flame, polymorph self, pyrotechnics, read magic, scrying,suggestion, symbol, telekinesis, teleport without error(self plus 1,000 pounds), unholy aura, unholy blight,unhallow, wall of fire; 1/day—fire storm, hellball (seeChapter 2), implosion, meteor swarm. Caster level 26th;save DC 19 + spell level.Summon Fiend (Sp): An infernal can summon fourbalors or four pit fiends per day, depending on theinternal’s orientation toward law and chaos (lawfulinfernals summon pit fiends, and chaotic infernalssummon balors).Abomination Traits: Immune to polymorphing,petrification, and other form-altering attacks;not subject to energy drain, abilitydrain, ability damage,or death frommassive damage;immune to mindeffectingeffects;fire resistance 20;told resistance 20;nondetection;true seeing at will;blindsight 500 ft.telepathy out to1,000 ft.Regeneration(Ex): Infernalstakenormal damagefrom goodweapons. Lawfulinfernals alsotake normal damagefrom chaotic weaponsand vice versa.PHAETHONGargantuan Outsider(fire)Hit Dice: 62d8+8061,302 hp)Initiative: +15 (+7 Dex, +8 Superior Initiative)Speed: 120 ft., burrow 120 ft.AC: 47 (–4 size, +7 Dex, +34 natural)Attacks: 8 pseudopod slams +83 meleeDamage: Slam 4d8+24 plus 2d6 fire damageFace/Reach: 30 ft. by 30 ft./15 ft.Special Attacks: Fiery touch, fiery overrun, spell-likerallies, improved grab, swallow whole, summon elderfire elementalSpecial Qualities: Abomination traits, fire immunity,oozelike immunities, regeneration 25, fast healing 25,SR 46, DR 40/+8Saves: Fort +48, Ref +42, Will +39Abilities: Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 39Skills: Climb +51, Craft (metalworking) +29, Craft(stoneworking) +29, Hide –5, Knowledge (geography)+49, Listen +66, Move Silently +66, Scry +59,Search +59, Spot +66Feats: Alertness, Cleave, Great Cleave, Great Fortitude,Improved Initiative, Iron Will, LightningReflexes, Power Attack, Sunder, Weapon Focus(slam)<strong>Epic</strong> Feats: Blinding Speed (×5), Superior InitiativeClimate/Terrain: AnyOrganization: Solitary, or in company of 1–10 elderfire elementalsChallenge Rating: 34Treasure: StandardAlignment: Always chaotic evilAdvancement: 63–80 HD (Gargantuan);81–186 HD (Colossal)Phaethons arethe progeny offire gods.No fire burnshotter than therage personifiedby a phaethon.Gargantuan blotsof sentient magma,phaethonsburn their waythrough the bellyof the earth.When roused,they burst to thesurface, creatingminiature volcanoesas they exit,only to sweep towardthe closestflammable objector creature, atsunami of redhot liquid rock.Many worldscontain phaethonslocked away at their heart, unable to break the compulsionlaid on them by higher powers. The heat at thecore of some worlds is sometimes altogether due to asupernatural phaethon (or brood of phaethons),trapped and raging for eons. Sometimes a phaethonbreaks its eternal geas for a day or a season, duringwhich time it incinerates anything it can flow overand smother.CombatPhaethons exude up to eight magma pseudopods to slamfoes, and attempt to grab and pull their foes into theirliquid bodies.CHAPTER 5:MONSTERS165
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318Indexability increases 6abominat