Though generally humanoid this creature stands almost as tall as a two-story building. Its pallid flesh, glistening with the fluids of the Abyss, slips and slides over its frame. One arm ends in a three-pronged claw; the other arm has writhing tentacles replacing its fingers.
To ensure the loyalty of their allies the Ghinn sometimes implant one of their Abyssal servants into the unfrotunate's flesh. This creature lurks within the host until circumstances call it forth. Generally, the host's life is teminated as the demon erupts forth.,To ensure the loyalty of their allies the Ghinn sometimes implant one of their Abyssal servants into the unfrotunate's flesh. This creature lurks within the host until circumstances call it forth. Generally, the host's life is teminated as the demon erupts forth.
The demon will take advantage of the surprise its arrival generally generates and sow fear about it.
The demon prefers to keep its enemy's at a distance and will throw any creature that comes within reach.
Abyssal Borers (Ex): The demon's body is covered with a glistening liquid that gives birth to Abyssal Borers. Unarmed or natural weapon attacks to 1d6 attacks from Abyssal Borers. The demon can also sling these creatures up to 40 ft. A creature hit is attacked by 1d4 Abyssal Borers. The demon has an unlimited supply of these creatures. (Idea taken from Demon: Daraka found in Sword and Sorcery's Tome of Horrors.)
Fear Aura (Su): The use of this ability is a free action. The aura can freeze an opponent (such as a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area.
Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Summon (Sp): A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
Damage Reduction (Su): A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus.Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. When a damage reduction entry has a dash (–) after the slash, no weapon negates the damage reduction.A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.
An outsider possesses the following traits (unless otherwise noted in a creature's entry). Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
This creature has not yet been play tested.
This is not a kender type creature.