Bestiary: Abyss

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Type/Rank Paragon Superior Elite
AB +3 +6 +9
AC +3 +6 +9
Saves +3 +6 +9
Abil Checks +4 +8 +12
Save Checks +2 +4 +6
Skill Checks +10 +20 +30
Spell Resistance +4 +8 +12
Abilities +6 +12 +18
Skills +8 +16 +24
  Skill Increase includes Stat Change

Unlike in the Hells, paragon monsters use the same name as the non-paragons, with 'Greater', 'Superior' and 'Elite' prefixes to indicate the paragon level. The known exceptions are the three monsters Marilith (Marilith Blackguard), Molydeus (Black Molydeus), and Vrock (Filthy Vrock).

Most Tanar'ri lack concealment, making clerical infliction quite effective.


Contents

Monster Name (Paragon Name)


Race: What type of creature this is. This is important for Turners and Rangers. HP: (optional) Estimated total HP SP: (optional) Creature's spell penetration score SR: Spell Resistance TR: Turn Resistance and type if not Outsider
AB: Attack Bonus AC: Armour Class Saves: F Fortitude Save / R Reflex Save / W Will Save Conceal: What percentage concealment a creature has, this is pre-blindfight/listen. KB: Whether the creature has kickback, and if so what element/exotics it consists of, and whether or not it is (area-wide) (every time you hit it, everyone in the party gets hit back) or (personal) (just the hitter gets hit back).
Takes: What damages the monster is most vulnerable to (such as Acid, Cold, Electrical, Fire, Sonic, Divine, Magical, Negative, or Positive). Heals: This is the damage type (can be an element or exotic) that heals the Superior and Elite versions of this is monster. For the normal and paragon creatures, it is irrelevant. Deals: This are the main damage types dealt by this monster
Misc Imm: Non-spell immunities possessed by this monster. Examples include: Critical Hits, Death Magic, Mind Spells, Petrification, KD
Spell Imm: Spell Immunities possessed by the monsters. Examples include: Drown, Implode, Disintegrate, Forceful Hand, Grasping Hand, Clenched Hand, Crushing Hand.
Special Abilities: This lists any special abilities the creature has, such as stun, KD or slag (there are many others) abilities, and the DC at which these checks are made.
Occurs in: This lists on which layers of the hells, or as a random spawn, this creature can occur.
This details how to deal with this creature, whether they are a high priority target and sometimes further explanation of any special abilities.

Notes on special abilities specific to the Paragon versions of this creature.
The creature's description, as is found when you examine the creature.

Demons

Tanar'ri - True (Outsiders)

Balor


Race: Outsider SR: 86 TR: 84
AB: 124 AC: Saves: F 56 / R / W Conceal: 46% KB: Fi Di (personal)
Takes: Pi, Ac Po, b c s Heals: Fi (superior+) Deals: Fi Di Po
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Level/Abil Drain Knockdown Critical Hits Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Vorpal Sword: DC 120 Parry check to avoid instant death via decapitation: The balor's vorpal blade slices through your neck!
Domination: DC 60 Dexterity check to avoid being entangled in their whips: The balor entangles you with its whip!
Immolation: DC 66 Reflex check versus Fire: The balor immolates you! CL 41+ Remove Disease required to cure persistent Fi damage.
Balors can be disarmed. This neutralises both their Domination and Vorpal attacks. Note that the Vorpal Sword is in their off-hand, so they need to be disarmed twice as it moves to the primary hand after the first successful attempt. Use Cold and Acid spells.
Balors are imposing humanoid figures that stand about 12 feet tall and weigh 4,500 pounds. A powerful aura of darkness envelops their grotesque forms, as their deep red skin is wrapped in glaring flames. A pair of massive bat-like wings allows them to soar throughout the air with unnatural agility. Although they are naturally armed with venom-dripping fangs and fearsome claws, they are also normally armed with a sword of lightning and a multi-tailed whip of flame.

Glabrezu


Race: Outsider SR: 80 TR: 73
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Fi So Ma, b s a Heals: Co (superior+) Deals: Fi Ne + special Di Chaos Hammer
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Squeeze: DC 62 Grapple check: The glabrezu grabs you with two of its arms! Freedom of Movement protects versus this attack. Physical damage occurs each round until either you or the Glabrezu die: The glabrezu squeezes you!
Chaos Hammer: Di area attack plus DC 56 Will Save or Dazed: You are dazed by the glabrezu's chaos hammer!
Glabrezus mord on-hit and are vulnerable to Power word, kill and Power Word, Stun (see Stillsound). Glabrezus are good targets for Assassins and Rangers.

Superiors and Elites ignore Power word, kill unless the caster has GSF and ESF Divination respectively. Use Fire and Sonic spells
With a broad, muscular body, a glabrezu stands 9–15 feet tall and weighs 5,500 pounds. Their most physically bewildering feature is their two pairs of arms, each with a different extremity. While their main arms are monstrous limbs that end in powerful pincers, the smaller humanoid pair end in clawed hands and protrude from the stomach. Goat horns adorn the top of their canine heads and numerous fangs rest in their muzzles. Their skin is wrinkly and ranges in tone from deep russet to pitch black. A pair of cold, purple, piercing eyes hints at their great intelligence, contrasting with their bestial appearance.

Hezrou


Race: Outsider SR: 76 TR: 69
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Co El Ma, s f Heals: (none) Deals: Ac Ne + special (Physical)
Misc Imm: Poison Disease Fear Stun Sleep Charm Domination Confuse Daze Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Bite: DC 57 Fortitude check to avoid physical damage: The hezrou takes a massive bite out of you!
Stinking Cloud: DC 55 Fortitude check: The nauseating stench emitting from the hezrou weakens you! The attacks lowers damage dealt my PCs. [specifics would be nice, if possible.]
Hezrous are good targets for Assassins and Rangers. They can also be Disintegrated. Piercing, Magic, Cold
Hezrous are large demonic monstrosities that stand 8 feet tall and weigh 750 pounds. They bare a superficial resemblance to a toad in humanoid form, with arms and hands instead of forelegs. Within their wide maws are rows of blunt teeth that have a powerful crushing force and a series of long spikes run down their backs. Hezrous can walk on either two feet or on hands and feet, but always fight standing upright.

Marilith (Marilith Blackguard)


Race: Outsider SR: 86 TR: 84
AB: 124 AC: Saves: F 55 / R / W Conceal: (none) KB: (none)
Takes: Bl, Co Fi Po, p Heals: Ac (superior+) Deals: Ac So Ma Ne
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Knockdown Level Drain Critical Hits Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, Call of Stone
Special Abilities:
AC Reduction: [details needed] Mariliths impose stacking AC penalties on-hit. These are not seen on the character sheet.
Knockdown: DC (depends upon armour type -- 40 for Heavy, 43 for Light -- have been seen in logs so far) Strength check to avoid Knockdown (autofail on 1): The marilith swings her tail around, knocking you down!
Whirlwind Attack: Physical damage in a small area.
Marilith are immune to Entangle, but do not have Freedom [maybe they can be Slowed ...?]. They deal 4 damage types (plus physical) and have 12 attacks per round (11 main and 1 off-hand) and they breach on-hit. Evard's Black Tentacles is quite effective against them and Bl & Co are the best damage types to deal to them when using weapons. Infestation of Maggots is also good against them.

Paragon Mariliths inflict stacking Sl vulnerabilities.
From the waist up, mariliths appear to be attractive humanoid women with six arms, but their lower halves are those of giant, green snakes. In each hand they carry highly decorated weapons and adorn themselves with bangles and jewellery. They measure 20 ft and weigh 2 ton, when assessed from head to tail tip but normally stand somewhere between 7‒9 ft tall.

Nalfeshnee


Race: Outsider SR: 84 TR: 81
AB: AC: Saves: F / R / W Conceal: (none) KB: El (personal)
Takes: Pi Sl, Ac Fi Ma, b s Heals: El (superior+) Deals: So Ne
Misc Imm: Poison Disease Paralysis Entangle Stun Sleep Charm Domination Confuse Daze Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Call Lightning: DC 60 Reflex check versus Electricity: The nalfeshnee calls lightning down on you!
Daze: DC 57 Will check versus Daze: A burst of light from the nalfeshnee dazes you! Also dispel magic on hit (may be a check for success?)
Nalfeshnee can be neutralized with the Fear spell. Empowered Delayed Blast Fireballs perform quite well on them
Nalfeshnees are repulsive demons that tower over most other demonic entities, standing at least 10 feet tall. Most, however, stand over 20 feet tall and weigh a gargantuan 8,000 pounds, with some being even more massive. They have small, feathered wings, greatly undersized compared to their rotund figures, that despite their flimsy appearance enabled Nalfeshnees to fly. Among the most hideous of demonic powers, their bodies are most generously described as corpulent, combining the most abysmal features of a boar and ape into a bipedal monstrosity. Nalfeshnees do not so much walk as waddle, when they are not simply flying. Their glowing red eyes look hungrily at most mortals they came across.

Vrock (Filthy Vrock)


Race: Outsider SR: 70 TR: 68
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Sl, Ac Fi Ne Po, c s Heals: So (superior+) Deals: El Po + special Pi
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Burst of Spines: DC 57 Reflex check to avoid Pi damage: You are injured by a burst of spines from the vrock!
Screech: DC 56 Will check versus Deafness: The vrock's screech deafens you!
Vrocks can be Harmed and are good targets for Assassins and Rangers. Heartbane is also effective.
Vrocks stand 8 feet tall and weigh 500 pounds, they appear as a cross between a vulture and a human. Their bodies are twisted and gnarly with a long neck and limbs all covered in sinew. The parts of their body not covered in sinew, especially their broad wings, are coated with small gray feathers, and their body stinks of offal and carrion. Their beastly appearance is magnified by their long talons and vulture heads.

Tanar'ri - Greater (Outsiders)

Adaru


Race: (immune to KV) Outsider SR: 81 TR: 80
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Co El Di & Ne seem effective. Heals: (none) Deals: Ac Di
Misc Imm: Critical Hits Death Magic (immune to KV)
Spell Imm: (immune to KV)
Special Abilities:
Aura: Cannot find any checks or saves in logs against this: You are weakened by the sickening cloud around the adaru! This aura heals other monsters in a manner similar to Kocrachons.
Regeneration: Adarus have high regeneration, but do not have a healing type.
Power word, kill pierces their Death Magic immunity. Evard's Black Tentacles and Harm are effective damage spells, and they can be Energy Drained to death. Note that 3-5 Harms may be required to get an Adaru to Near Death, since they regenerate at an extreme rate and are not 100% vulnerable to Di damage. Adarus can be Feared as well.
Adaru look like massive millipedes with humanoid, vaguely child-like, faces. Their bodies are crusted with filth and weeping sores. Adarus are approximately 8 feet long and weigh as much as 250 pounds.


Alkilith


Race: Outsider SR: 86 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: s, c e d Heals: Ac (superior+) Deals: Ac Po
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Entangle Level Drain Sneak Attack Critical Hits Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Acid Cone: DC 100 Discipline check versus slagging: The alkilith's acidic spray melts your <item name>! Improved Evasion protects against this attack, if a successful Reflex save is made.
Discipline Drain: If any damage is taken from the Acid Cone, Discipline is drained 5 points (non-paragons -- stacking until Restored).
Alkiliths have very high damage immunities and moderate levels of damage reduction. The best damage types to deal to them are Co & El.
Alkiliths have an ooze-like, green, phosphorescent body, dotted with about 3–7 swollen eye-globules. They are covered in a leathery coating that constantly cracks open, oozes, and hardens again. While normal alkiliths are about 6 ft in diameter, they can alter their form to fit archways or cracks and they can be easily mistaken for strange fungal growths if they remain still. It is believed that there is no upper limit to the size they can grow and there are reports of a lake-sized specimen in the deepest layers of the Abyss.

Anzu


Race: Outsider SR: 84 TR: 77
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Fi So Po, p s Heals: (none) Deals: Ac Ne + special Sl
Misc Imm: Poison Disease Fear Paralysis Entangle Sleep Stun Charm Domination Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Bite: DC 55 Fortitude check for half/full Sl damage: The anzu slashes you with its beak!
Cloud: Fortitude check versus DC 57 [or what?]: The greasy cloud around the anzu dulls your mind!
Vulnerable to Rebuke and excellent targets for Assassins & Rangers. Heartbane is also effective.

Babau


Race: Outsider SR: 88 TR: 78
AB: AC: Saves: F / R / W Conceal: (none) KB: Ac (personal)
Takes: Bl, Ma, s c s Heals: (none) Deals: Ac Di
Misc Imm: Poison Disease Fear Stun Sleep Charm Domination Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Disarm: DC 95 Discipline check to avoid being disarmed: The babau rips your weapon from your grasp!
Gaze: DC 60 Will check suffers penalties to AB (-2), Discipline (-5) and Damage (-2): The babau's gaze weakens your resolve!
Babaus can be killed with Rebuke and are good targets for Assassins and Rangers. Heartbane is effective. The level 2 bard spell Iron Grasp is a useful defense against Babau disarming.
Druid's Stonehold before every spawn is good to lower babaus AC and keep them in one place.
Babaus stand about 6-7 feet tall and weigh 140 pounds, their height is accentuated by their elongated form. Their bodies are so gaunt that they appear skeletal, covered in a form fitting, black, leathery skin. A thick, dark red paste is secreted from their odorous pores that is both slippery and acidic but their talons specifically are coated in blood, filth, and rotten flesh, resulting in their terrible stench. Contrasting their emaciated forms are their oversized extremities, as their hands, feet, and head are more appropriately scaled for a hill giant. Like the rest of them, their skulls are tall and long, with pointed ears and jaws filled with so many jagged teeth that take up half its head. Jutting out from the back of their skulls is a single, long horn-like growth that curved forward and downward.

Chasme


Race: Outsider SR: 80 TR: 77
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El Fi Po, p s a n Heals: (none) Deals: So Po + special In
Misc Imm: Poison Disease Paralysis Entangle} Stun Sleep Charm Domination Confuse Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Festering: DC 56 Fortitude check for half/full In damage: The chasme inflicts you with a festering wound! A level 41 or higher Heal or Mass Heal spell is required to cure Festering: Your wound closes!
Sleep: DC 56 Fortitude check versus Sleep: The droning buzz from the chasme makes you fall asleep!
Chasmes are vulnerable to Fear, but have to be beaten down with damage. The best damage types to deal in descending order of effectiveness are El, Po, Fi and Bl.
Frightful, wretched, and disgusting in appearance, a Chasme resembles a terrible demonic cross between a fly and a human. With the body of a giant fly, it bears two sets of large, buzzing wings and carries six limbs, the two forelimbs resembling long, slender human arms with long-fingered hands, the other four being hooked insectoid limbs. Emerging from its thorax, it has a head vaguely like that of a human, but ugly and exaggerated, with a tiny mouth, compound eyes, and a large horn-like nose. This nose is hard, sharp, hooked, and could bite and suck blood. Its maw contains black, bony ridges rather than teeth, and its tongue is hollow. Tufts of wiry hair sprouts from between the black plates that cover its thick, insectoid body. Chasme can walk upright or crawl upon walls and ceilings as willed and of course fly with excellent manoeuvrability.

Goristro


Race: Outsider SR: 66 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: p s, a e m Heals: Po (superior+) Deals: Di and massive physical
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Knockdown Level Drain Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Stomp: DC 60 Strength check to avoid Knockdown: The goristro stomps the ground, knocking you down!
Goristro can be Ability Drained. They have high damage immunities but only minor to moderate damage reduction. Non-paragons can be killed with Infestation of Maggots (they may require some fort dropping via other spells). The best damage types to deal to Goristros are El and Ma.
Goristro have absolutely massive temporary hitpoints, so it may appear that they are not being injured, when in reality they are.
Dwarves and smaller characters may have problems hitting Goristros due to their massive size.
Goristroi have broad, lumbering frames that even among their smallest members stood at 20 feet tall and weigh 14,000 pounds. Their overall structure is somewhat bear-like but their arms are long and wide like the trunks of trees. Because of this they move on their knuckles like giant gorillas as they barrel forward. Great muscularity is clearly visible across their entire squat forms. Necessarily wide shoulders carry a massive head reminiscent of a leering bison with carnivorous teeth and giant forward facing horns. Their hands and feet are giant and splayed yet still humanoid in shape. A wide variety of colour pallets exist among them including dark brown, sickly green and purplish gray.

Kelvezu


Race: Outsider SR: (unknown) TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 25% KB: (none)
Takes: Bl, Co Fi Ma, p s Heals: (unknown) Deals: Ac El Ma
Misc Imm: Poison Disease Fear Paralysis Freedom Stun Charm Domination Confuse Daze Level/Abil Drain Sneak Attack Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: (none)
Kelvezu are good targets for Critical Hit Kills (Assassins, Rangers, Heartbane and Greater Ruin).
The kelvezu is remarkable among the higher ranks of demonkind because of their height—they stand barely six feet tall. Due to their size and build, kelvezu can be mistaken for a human if they use a touch of disguise to hide their deep red skin and either file away or wear a pair of heavy gloves to mask their vicious claws. All kelvezu possess inky black hair and brilliant orbs of black, red, or white for eyes. A rare few also possess long, slender tails that almost seem to have a mind of their own.

Molydeus (Black Molydeus)


Race: Outsider SR: 85 TR: 81
AB: 123 AC: Saves: F 55 / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co So Ma, e n p Heals: Di (superior+) Deals: So Po
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Level/Abil Drain Critical Hits Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Devastating Critical: DC 61 Fortitude check versus Dev Crit or die. Immunity to Critical Hits protects against this attack.
Poison Aura: DC 58 Fortitude check versus poison. Success results in a stacking Fortitude Save decrease: The molydeus' snake bites you and you feel weak! Failure results in death: The molydeus' snake bites you and its venom melts your spine!
Molydei have massive DR and only the physical components of weapon damage (Bl Pi or Sl) will do anything more than single digits. Anything else will be from unresistable sources. Even Uroboros weapons are practically useless against Elites (30% Co immu and 45/- Co DR means < 10% chance to do Co with a weapon of this type).
Molydei are vulnerable to Power Word: Stun and Knockdown effects (excluding Bigby Forceful but including Balagarn's Iron Horn, Grease, Great Thunderclap, Gust of Wind, Knockdown feats, and Shifter Dire Tiger form special attack). They can be disarmed thus removing their ability to use Devastating Critical with their weapon.
Molydei are enormous humanoid creatures that stand 12 feet tall and weigh 1500 pounds. Their muscular bodies are covered in crimson red skin and equipped with a set of clawed hands. Their main head resembles a slavering, silver-eyed wolf or hyena, while a writhing serpent protrudes out from their neck.

Nabassu


Race: Outsider SR: 84 TR: 79
AB: AC: Saves: F / R / W Conceal: (none) KB: Ne (personal)
Takes: Bl Sl, Ac Fi Po, p Heals: (none) Deals: Co Ne
Misc Imm: Poison Disease Paralysis Entangle} Stun Charm Domination Confuse Daze Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Toss: DC 42 Dexterity check to avoid Death: [need flavour text]. Levitation/Sandwalking protects versus this attack: The nabassu snatches you up and drops you, but you glide back to the ground!
Gaze: DC 56 Will check (autofail on 1) to aviod [something]: The nabassu's gaze drains your vitality! Immunity to Level Drain (item based) is sufficient protection versus this attack.
Nabassu can be neutralized with the Fear spell and can be insta-killed with Blistering Radiance (level 5 Cleric spell).
Nabassus are gaunt, gargoylish creatures that stand 7 feet tall and weigh 140 pounds. Their emaciated bodies are scaly, leathery and covered in tight sinewy muscles. Their elongated heads have a huge tusked mouth, a small pair of horns and other relatively small facial features. Although their eyes are sometimes steel gray, they also can glow a menacing shade of yellow. Both their ears and wings have a long, bat-like appearance, and their digits are as lengthy as their talons.

Palrethee


Race: Outsider SR: 0 TR: 79
AB: AC: Saves: F / R / W Conceal: 56% KB: (none)
Takes: Bl, Ac Co Ne, s e s Heals: Fi All Deals: Fi Po
Misc Imm: Mind Spells Poison Disease Paralysis Level/Abil Drain Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Immolation: DC 59 Reflex check versus Fire: The palrethee ignites your flesh! Remove Disease required to cure persistent, progressive Fi immunity decrease.
All Palrethee heal on Fi, even non-paragons.
Palrethee can be controlled via Bigby Spells (level 7 and 9). They will still attack enemies within melee range, however.
A palrethee is a tall, emaciated creature of humanoid shape with blood-red or blue skin and bony, white, vestigial wings. The entire length of its body is sheathed in fire. The creature can alter the colour and appearance of its flames at will, making them appear translucent and ghostly, or the red-orange shade of a fiery forge, or even blue-white and delicate. No matter how the flames look, their effects remain unchanged.

Zovvut


Race: Outsider SR: 0 TR: 70
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, El Fi Po, b Heals: (none) Deals: Di Ne
Misc Imm: Mind Spells Paralysis Level Drain Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Gaze: Exotic immunity penalty (-10% -- based upon non-paragons): The zovvut's gaze wracks your body with pain!
Zovvut can be Drowned and are good targets for Assassins and Rangers.
A zovvut is a muscular, pale-skinned, hairless creature of humanoid shape. Its arms end in sharp, barbed claws that are well designed for rending flesh. Foul, feathered wings stretch upward from the zovvut’s shoulders. A third eye is set into the centre of its forehead.

Tanar'ri - Aquatic (Outsiders)

Myrmyxicus


Race: Outsider SR: 84 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El So Po, p s f Heals: (none) Deals: So Ne Vi
Misc Imm: Poison Disease Fear Paralysis Entangle Stun Sleep Charm Domination Daze Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone / Rebuke (paragon+)
Special Abilities:
Bestow Curse: There does not appear to be a check or save against this: A touch of the myrmixicus' tail lays a curse upon you! Cl 41+ Remove Curse spell will fix this problem: The spell removed the curse!
Myrmyxicus can be Confused and non-paragons can be killed with Rebuke. They also have very high AC (~110 ish) which makes it difficult for melee-types to beat them down quickly.

Paragon Myrmyxicuses are immune to Rebuke.
A Myrmyxicus is a massive demon with a green, eel-like body. A row of spines runs down its back, and the tip of the tail is a round mouth. The torso has four arms arranged symmetrically around the chest, and eight tentacles sprout from the waist. The head of a myrmyxicus is reptilian, with a sharp-fanged snout, black eyes, and three pairs of curled horns.

Skulvyn


Race: Outsider SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi, El Fi Ma, s s Heals: (none) Deals: So Di
Misc Imm: Poison Disease Fear Paralysis Entangle Stun Sleep Charm Domination Confuse Knockdown Death Magic
Spell Imm: Harm, Mass Harm, Earthquake, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand
Special Abilities:
Aura [??]: Seems to have no check or save: Being near the skulvyn fills you with lethargy!
Skulvyn are vulnerable to Implosion, Disintegrate and Petrification, and are excellent targets for Rangers and Assassins.
Skulvyns resemble large lizards with clawed, webbed feet and a snake-like head with a gaping jaw and black eyes. They also have four tails, each with razor-sharp spines, which they also use when swimming

Wastrilith


Race: Outsider SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: (none) KB: Co (personal) (Corona of Cold, dispellable)
Takes: Bl Pi, Co El Ne, s Heals: (unknown) Deals: Co Ma + spells + Boiling Breath Fi Ma
Misc Imm: Poison Disease Fear Paralysis Entangle Stun Charm Domination Confuse Daze Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Casts spells as a level 60 pure cleric with 65 Spell Penetration.
Mordable Buffs: Corona of Cold, Death Ward, Divine Favor, Endurance, Energy Immunity: Electrical, Least Spell Mantle, Owl's Wisdom, Prayer, Regenerate, Resist Elements, Resistance.
Combat Spells: Implosion (DC 65), Mass Restoration, Negative Energy Ray, [need more info].
Boiling Breath: DC 58 Reflex save versus Fire to avoid Fi Ma: The wastrilith breathes boiling water on you!
Wastriliths are vulnerable to Disintegrate and Power word, kill. They also can summon a Xor-Yost (takes only Fi and heals on Co) whichare vulnerable to Banishment.
Like other Abyssal casters, Wastriliths have an ability score buff (Owl's Wisdom) which is unbreachable but mordable. This increases their spell DCs by 6 points.
Wastriliths are 10 feet long creatures resembling segmented eels with bulging, unblinking eyes, and mouths full of pin-like fangs. A powerful tail is attached to their humanoid upper body, with arms ending in claws. They are generally very big creatures but can grow into truly immense size.

Tanar'ri - Lesser (Outsiders)

Armanite


Race: Outsider SR: 78 TR: 72
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Ac So Ma Ne, p s Heals: (none) Deals: Co Po + special (physical)
Misc Imm: Poison Disease Level/Abil Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Weird, Phantasmal Killer, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Knockdown: DC 40 Strength check to avoid Knockdown: You are knocked down by the armanite! Upon failure, there is a DC 120 Tumble check to halve the duration.
Trample: DC 40 Strength check to avoid physical damage: The armanite tramples you! [Odd that both of these have the same DC and check]
Armanites can be Disintegrated, Harmed and Implosioned. They are also good targets for Assassins and Rangers.
Armanites look like undead centaurs with ram or bull horns sticking out from their brows, standing 6 feet tall at their haunches and 10 feet tall overall. Their hauntingly pale complexions are made more eerie by the way their stomach flesh sags behind them, with older armanites looking practically gutted. Their upper half seems sickly, with festering sores covering them, while their lower half is more muscular contributing to their astonishing weight of 2,600 pounds. Their tails are long, serrated, and covered in the same stiff bristles and spines that constitute their manes, which protrude out from the gaps in their armour. Curved claws and spiked hooves make them all the more terrifying. All wear full-plate armour that is constructed of demonic chitin and heavier than it might first appear. The black, fluted barding they wear seems to be more ornamental than utilitarian in purpose.

Artaaglith


Race: Outsider SR: 75 TR: 69
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Fi So Po, El Ma Heals: (none) Deals: (unknown) + spells
Misc Imm: Poison Disease Fear Charm Domination Confuse Level/Abil Drain Death Magic
Spell Imm: Harm, Mass Harm, Implosion, and Drown
Special Abilities: Casts spells as a cleric [need more info].
Mordable Buffs: Divine Favor, Endurance, Least Spell Mantle, Prayer, Regenerate, Resist Elements & Resistance.
Combat Spells: Heartbane, Mass Inflict Critical Wounds and Mass Restoration.
Summons: Summons Abyssal Zombies (see below).
Artaaglith can be Disintegrated and Stoned, but have Spell Mantles which first need to be removed. They are also good targets for Assassins and Rangers and Power word, kill pierces their Death Magic immunity.
Ram headed demonic servants of Orcus whose role is to create and control undead armies to be used in the service of their evil master. They appear much like a satyr with pale flesh, hair, and oversized ram's horns.

Bar-Lgura


Race: Outsider SR: 76 TR: 69
AB: AC: Saves: F / R / W Conceal: Special KB: (none)
Takes: Pi, Co Fi Ma, b s s n p Heals: (none) Deals: So Po
Misc Imm: Paralysis Entangle Ability Drain Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, Call of Stone
Special Abilities:
Howl: DC 55 Will check versus Fear: The bar-lgura howls at you and you flee in terror! [Unclear if item-based Fear immunity protects versus this attack or if higher level Fear immu is required.]
Bar-Lgura have no concealment of their own but often benefit from that cast on-spawn by Yuan-ti. This results in them having 45-50% concealment.
Bar-Lgura can be Drowned and Imploded and are good targets for Assassins and Rangers.
Bar-Lguras normally stand 5‒6 ft tall, although some are known to reach just under 8 ft and weigh 650 lb. They are visually similar to orangutans, possessing broad shoulders, long forelimbs, and short legs. While capable of standing upright they normally shamble across the ground on all fours like apes. Where their skin is exposed it is bluish-gray, and most of their bodies are covered in matted reddish-brown fur, but they are capable of changing its colour reflexively. A pair of tusks jut out from their jaws and they leer at their enemies with rheumy, red eyes furthering their terrifying and drooping visage. The key feature that distinguish them from orangutans is that their hands and feet each have six digits with noticeably lengthy claws. Despite being capable of fighting without them, some wield weaponry and wear clothing or armour.

Broodswarm


Race: Outsider SR: 76 TR: unknown
AB: AC: Saves: F / R / W Conceal: 45% KB: (none)
Takes: Bl, El Fi So Po, p s Heals: Fi Deals: Ac Ma
Misc Imm: Paralysis Freedom Entangle Stun Sleep Charm Domination Confuse Daze Level/Abil Drain Knockdown Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Daze: DC 60 Concentration check each time you hit Broodswarms to avoid Daze: [need flavour text].
Broodswarm are vulnerable to death magic. All Broodswarm heal on Fi, even non-paragons.

Bulezau


Race: Outsider SR: 80 TR: 73
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Ac Fi Ma, p s n p Heals: So (superior+) Deals: So Ne + special So
Misc Imm: Mind Spells Paralysis Knockdown Death Magic / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Drown, and Disintegrate
Special Abilities:
Shout: DC 57 Reflex Check versus Sonic to avoid Deafness and Discipline skill reduction [details needed]: The bulezau's shout pains, demoralizes, and deafens you!
Bulezau can be Imploded & Weirded, and are good targets for Assassins and Rangers. Heartbane is effective.
Bulezau have a lot of temporary hitpoints, so it may appear that they are not being injured, when in reality they are.
Bulezau inflict So and have high AB.
Bulezaus look like 8 feet tall minotaurs but are gaunt to the point of seeming skeletal as opposed to being muscular, weighing 250 pounds. Rather than those of a bull, a bulezaus' massive horns are curved like that of a ram, while their feet end in claws as opposed to hooves.

Gadacro


Race: (immune to KV) SR: 70 TR: 66
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Ac Fi & Po seem effective Heals: (unknown) Deals: So Di
Misc Imm: (immune to KV)
Spell Imm: (immune to KV) Implosion, Rebuke, Destruction, Bestow Curse
Special Abilities:
Blindness: DC 58 Reflex save: "The gadacro plucks your eyeballs out!" Gadacros claw out your eyes, requiring a CL 41+ Remove Blindness/Deafness spell to restore sight.
Can be killed with Death Magic, Heartbane and Weird.
This impish creature has bat wings and a purple hue to its skin. Its cherubic face makes a stark contrast to its oversized claws, and it wears bones and body parts as decorations. Gadacros, sometimes known as eyethief demons, are created from the souls of murderous children. Whatever tragedy existed in the life of that child is forgotten in their new form, and gadacros delight in their abilities and strength.

Incubus


Race: (immune to KV) SR: 76 TR: 75
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Ac El & Ma seem effective Heals: (unknown) Deals: Fi Po
Misc Imm: (immune to KV)
Spell Imm: (immune to KV)
Special Abilities:
Fear Gaze: DC 30 Charisma check versus Fear: The incubus' gaze fills you with fear! Item-level immunity is effective protection.
Incubi can be Drowned, Harmed, Imploded & Power word, kill-ed and are good targets for Assassins and Rangers.
The male counterpart of the Succubus

Jarilith


Race: Outsider SR: 0 TR: 68
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Ac Co Ma Ne, b s e f Heals: Po (superior+) Deals: Fi Di
Misc Imm: Poison Disease Level/Abil Drain Knockdown Death Magic / Domination (paragon+)
Spell Imm: Weird, Phantasmal Killer, Implosion, and Drown
Special Abilities:
Knockdown: DC 38 Dexterity Check to avoid Knockdown: The jarilith pounces, bearing you to the ground! Item-based Knockdown Immunity is sufficient protection against this attack.
Jariliths can be Disintegrated and Harmed. They are also good targets for Assassins and Rangers.
Jarilith resemble a slightly larger than average male lion, complete with a glorious mane. Long teeth extend from its jaws, and its claws are longer still. The creature’s blood-red coat reveals its origin, but it strikes so fast that the only clue most victims get to its presence is a slight reek of brimstone.

Jovoc


Race: Outsider SR: 90 TR: 69
AB: AC: Saves: F / R / W Conceal: (none) KB: In (area-wide)
Takes: Do Not Hit
Bl, Ac El Ma, p s
Heals: (none) Deals: Ac Ne
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Death Magic / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand
Special Abilities: (none)
Jovocs can be either Imploded or Petrified then crumbled. They should not be hit under any circumstances due to their horrific In kick-back damage.
Jovocs are very good candidates for Greater Ruin as they have high SR.
A jovoc is a 4-foot-tall, bloated, hairless creature of humanoid shape. It resembles the bruised and battered corpse of a gnome left too long to decay in the heat of summer and the stench that emanates from its rough skin lends credence to this impression. Its skin is dark blue or black, and its eyes are vacant, black pools. Each of the creature’s long arms ends in a three-fingered hand with long red fingernails, forever stained the colour of blood.

Maurezhi


Race: Outsider SR: 74 TR: 71
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El Fi Ne Po, p s Heals: (none) Deals: Co Ne
Misc Imm: Mind Spells Poison Disease Paralysis Ability Drain Sneak Attack Death Magic Petrification
Spell Imm: Implosion, [Drown]], Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Poison Death: DC 55 Fortitude Save vs. Poison to avoid instant death: The maurezhi's bite melts your organs and drains the life from your husk!
Maurezhi are vulnerable to Weird, and are good targets for Assassins and Rangers. Heartbane is effective.
Maurezhi are visibly similar to ordinary ghouls, with an emaciated form and pale, leathery, gray skin. They stand at 6 feet tall if not for their hunched posture. When they are enraged or excited maurezhi are incredibly erratic. Their facial features are more bestial than those of regular ghouls, with maws that slope into short muzzles filled with serrated fangs and long, pointed ears similar to those of a cat. Their ears are not their only cat-like structures, as their lengthy fingers end in filth-ridden claws and their powerful legs allow them to sprint and pounce like a big cat.

Quasit


Race: Outsider SR: 70 TR: 70
AB: 120 AC: Saves: F 44 / R / W Conceal: (none) KB: (none)
Takes: Bl, Co Fi Po, p s Heals: (none) Deals: Random Element + Di Ma
Misc Imm: Entangle Level/Abil Drain Knockdown Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Ranged Attack: Quasits attack from range, like Spinagons.
Sting: DC 56 Fortitude Check versus Poison. Failure results in a Dexterity decrease: The quasit's sting makes you feel sluggish and uncoordinated!
Quasits are vulnerable to Death Magic and are good targets for Assassins and Rangers. Heartbane is effective as is Circle of Death
Quasits stand somewhere between 1–2 feet tall and weigh around 8 pounds. Their tiny humanoid forms have green skin covered in warts and pustules. Their tails are covered in barbs while their horns are spiky. Both their hands and feet are slender, with long, claw-tipped digits. Some quasits have a pair of bat-like wings that marked their visual similarity to imps.

Succubus


Race: (immune to KV) Outsider SR: 76 TR: 71
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Ac El & Ma seem effective Heals: possibly Po Deals: Co Po
Misc Imm: (immune to KV) Mind Spells Poison Disease Paralysis Entangle Death Magic Petrification
Spell Imm: (immune to KV) Earthquake, Implosion Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone Spells of level 5 and lower
Special Abilities:
Domination: Cha check DC 30.
Kiss: DC 55 Will Check versus Negative Energy: The succubus' kiss drains your vitality! [against males only?] Item-based Level Drain immunity protects against this attack.
Succubi can be Drowned & Power word, kill-ed and are good targets for Assassins and Rangers.
When uncovered in her true form, a succubus appears as a stunningly beautiful woman of statuesque build and perfect figure, with flawless skin and red or raven-black hair but also clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes are said to smoulder with sinister desire. Small horns or a tail may also be seen. Succubi stand on average around 6 feet tall and weigh 125 pounds. Demonic succubi are by far the most attractive of the otherwise-hideous tanar'ri, maybe even of all demons

Uridezu


Race: Outsider SR: 70 TR: 69
AB: AC: Saves: F / R / W Conceal: 45% KB: (none)
Takes: Bl Pi Sl, El Fi Ma, a s Heals: (none) Deals: El Ma
Misc Imm: Mind Spells Poison Disease Paralysis Level/Abil Drain Knockdown Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: (none)
Uridezu can be Drowned and Imploded and are vulnerable to Death Magic. They are also good targets for Assassins and Rangers. Heartbane is effective.

Uridezu walk upright, standing 6 ft tall on their short legs with a long, flexible tail at their back. They are rat-like creatures with hairless, leprous skin and a whiskered snout. Although the bodies of the rat-fiends are muscular, they are also hunched over. A pair of wild claws and sharp incisors further their animalistic appearance.

Tanar'ri - Least (Outsiders)

Dretch


Race: Outsider SR: 70 TR: 68
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, Co Fi Ma, b Heals: (unknown) Deals: Fi Di
Misc Imm: Level/Abil Drain / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand
Special Abilities:
There appears to be no specific cause of this which I can find in the logs: The dretch's touch befouls you!
Trash mob!
Dretches stand 4 ft tall and weigh 60 lb, their squat, rounded bodies heavily contrasting their gaunt, emaciated limbs. Their skin is pale and rubbery, ranging in colour from white, beige and blue and sparsely covered by bristly hairs as well as pulsing, varicose veins. The eyes of a Dretch slant downward, their noses seem squashed, and their exposed ears are pointed and lopped. Many small fangs lay inside their slobbery, slack mouths and a pair of claws hang off their hands.

Mane


Race: Outsider SR: 70 TR: 66
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, Co Fi Ma, b Heals: (none) Deals: Ac Ne + special Ac
Misc Imm: Poison Disease Level/Abil Drain / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand
Special Abilities:
Acid Cloud: Drops a cloud which deals Ac and inflicts Ac vulnerability. It can be gusted.
Trash mob!
Manes are approximately 3 ft (0.91 m) tall humanoids that are surprisingly light for their build, weighing only 15 lb (6.8 kg). Their bodies are pale, bloated, nearly hairless and crawling with maggots that actually feed on them. Both their eyes constantly drip disgusting liquids and show no signs of sentience. Their jagged teeth and cruel claws compliment their feral minds

Rutterkin


Race: Outsider SR: 70 TR: 66
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Sl, El Fi Ma, p Heals: (none) Deals: Co Ne
Misc Imm: Level/Abil Drain Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Knockdown: DC 85 Discipline Check to avoid Knockdown: [need flavour text].
Trash mob!
Rutterkins are grotesque and disfigured demons with backward-pointing ears.

Obyriths (Shapechangers)

All Obyriths have auras which force Cha-Will saves. Effects vary and can be devastating when the penalties interact with each other, for example Golothoma + Ekolid.

Draudnu


Race: Shapechanger SR: 84 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: Pi Ac (personal)
Takes: Bl, Ac El Ma, s c Heals: (none) Deals: Di + special Pi
Misc Imm: Poison Disease Fear Entangle Stun Sleep Charm Domination Confuse Level/Abil Drain Death Magic Petrification
Spell Imm: Harm, Mass Harm, Hold Animal, Hold Person, Hold Monster, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Burst of Spikes: DC 59 Reflex check to take half/full Pi damage: You are injured by a burst of spines from the draudnu!
Sickening/Weakening Aura: DC 56 Cha-Will check to avoid -4 SP and AB penalties: The sight of the draudnu sickens and weakens you!
From the above data, Draudnu appear to be vulnerable to Critical Hit Kills (Assassin Mortal Strikes, Ranger Called Shots and Clerical Heartbane spells). However they appear to be immune, perhaps due to extremely high Parry Skill. They can be dazed and paralysed with spells like Mass Charm and Stonehold.
Three legs bouy this creatures body, attaching to its top. Swollen sacs of fluid bulge from its barrel-shaped body, which terminates beneath with a single red eye, around which extend three hooked appendages. These ruthless killers seek to rid the Abyss of non-obyriths, corrupting the minds and destroying the bodies of creatures they encounter

Ekolid Builder


Race: Shapechanger SR: 87 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi, Fi Ma, s p Heals: El Deals: Ac Ma + special Ma, Ne & Po (separate attacks)
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Ability Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Casts spells as a level 60 pure Druid with ???.
Mordable Buffs: Cat's Grace, Death Ward, Endure Elements, Owl's Wisdom, Premonition, Protection from Elements and Resist Elements. Note that Cat's Grace and owl's Wisdom are buffs which can affect the Ekolid Builder's allies.
Combat Spells: Earthquake, Entangle, Finger of Death, Harm and Quillfire.
Implantation: DC 56 Fortitude check to avoid being implanted with Ekolid eggs: The ekolid drives an ovipositor into you and implants something in you! After 2 minutes, several eggs will hatch, killing you and resulting in more Ekolids joining the fight against the party. Item-based disease immunity does not prevent it, but Divine Health does. Caster Level 41+ Remove Disease is required to cure the infection: The infestation is destroyed!
Insanity Aura: DC 58 Cha-Will check or suffer forced Concentration checks (until Restored) whenever trying to cast spells: The sight of the ekolid makes your skin crawl as if insects were biting it!
Summon Energon: Summons a Xac-Yij (heals on Ac and takes only El). It can be Banished.
All Ekolids heal from El damage, even non-paragons. Ekolids are excellent targets for Assassins and Rangers. They can also be stunned with Stunning Fist, KDed and Level Drain-ed.
It's usually better to not focus on the Xac-Yij summons, as they are unsummoned once the Ekolid Builder is dead.
A primeval insectoid demon that sees other lifeforms as little more than incubators for its eggs. Their tactics are simple - they use their speed to rush their prey and implant as many eggs as possible into every available target, then retreat to watch their young hatch

Ekolid Chitterer


Race: Shapechanger SR: 87 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 65% KB: (none)
Takes: Bl Pi, Fi Ma, s p Heals: El Deals: Ma + Curse Song So
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Ability Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Curse Song: Chitterers are bards. They sing for their comrades and curse their enemies.
Combat Spells: [need info].
Mordable Buffs: Energy Buffer, Ethereal Visage and Mage Armour.
Implantation: DC 56 Fortitude check to avoid being implanted with Ekolid eggs: The ekolid drives an ovipositor into you and implants something in you! After 2 minutes, several eggs will hatch, killing you and resulting in more Ekolids joining the fight against the party. Item-based disease immunity does not prevent it, but Divine Health does. Caster Level 41+ Remove Disease is required to cure the infection: The infestation is destroyed!
Insanity Aura: DC 58 Cha-Will check or suffer forced Concentration checks (until Restored) whenever trying to cast spells: The sight of the ekolid makes your skin crawl as if insects were biting it!
All Ekolids heal from El damage, even non-paragons. Ekolids are excellent targets for Assassins and Rangers. They can also be stunned with Stunning Fist, KDed and Level Drain-ed.
A primeval insectoid demon that sees other lifeforms as little more than incubators for its eggs. Their tactics are simple - they use their speed to rush their prey and implant as many eggs as possible into every available target, then retreat to watch their young hatch

Ekolid Devourer


Race: Shapechanger SR: 85 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi, Fi Ma, s p Heals: El Deals: Ac Ma
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Ability Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Implantation: DC 56 Fortitude check to avoid being implanted with Ekolid eggs: The ekolid drives an ovipositor into you and implants something in you! After 2 minutes, several eggs will hatch, killing you and resulting in more Ekolids joining the fight against the party. Item-based disease immunity does not prevent it, but Divine Health does. Caster Level 41+ Remove Disease is required to cure the infection: The infestation is destroyed!
Insanity Aura: DC 58 Cha-Will check or suffer forced Concentration checks (until Restored) whenever trying to cast spells: The sight of the ekolid makes your skin crawl as if insects were biting it!
All Ekolids heal from El damage, even non-paragons. Ekolids are excellent targets for Assassins and Rangers. They can also be stunned with Stunning Fist, KDed and Level Drain-ed.
A primeval insectoid demon that sees other lifeforms as little more than incubators for its eggs. Their tactics are simple - they use their speed to rush their prey and implant as many eggs as possible into every available target, then retreat to watch their young hatch

Ekolid Reaver


Race: Shapechanger SR: 89 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 45% KB: (none)
Takes: Bl Pi, Fi Ma, s p Heals: El Deals: El Ma
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Ability Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Implantation: DC 56 Fortitude check to avoid being implanted with Ekolid eggs: The ekolid drives an ovipositor into you and implants something in you! After 2 minutes, several eggs will hatch, killing you and resulting in more Ekolids joining the fight against the party. Item-based disease immunity does not prevent it, but Divine Health does. Caster Level 41+ Remove Disease is required to cure the infection: The infestation is destroyed!
Insanity Aura: DC 58 Cha-Will check or suffer forced Concentration checks (until Restored) whenever trying to cast spells: The sight of the ekolid makes your skin crawl as if insects were biting it!
All Ekolids heal from El damage, even non-paragons. Ekolids are excellent targets for Assassins and Rangers. They can also be stunned with Stunning Fist, KDed and Level Drain-ed.
A primeval insectoid demon that sees other lifeforms as little more than incubators for its eggs. Their tactics are simple - they use their speed to rush their prey and implant as many eggs as possible into every available target, then retreat to watch their young hatch

Golothoma


Race: (immune to KV)Shapechanger SR: (unknown) TR: unturnable
AB: AC: Saves: F / R / W Conceal: 70% KB: (none)
Takes: Sl, Co El, Po, p Heals: (unknown) Deals: Ac Ma Ne
Misc Imm: (immune to KV) Poison Disease Fear Paralysis Entangle Sleep Charm Domination Confuse Daze Knockdown Death Magic Petrification
Spell Imm: Spells of level 3 and lower. Harm/Mass Harm Implosion Drown, Bigbys Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Darkness Aura: DC 55 Cha-Will check to avoid Concentration skill penalties [must confirm and details needed]: The aura of darkness around the golothoma distracts you! Success results in a DC 58 Int-Reflex check to avoid suspected -4 penalty to all saving throws [must confirm]: The aura of darkness around the golothoma saps your vitality!
Golothoma can be Disintegrated, are good targets for Assassins and Rangers and are vulnerable to Power Word, Stun (see Stillsound).
Long and wormlike with a single red eye at their anterior end surrounded by three scything claw-like appendages. These claws can reach through dimensions to attack other creatures. They don't have a mouth, so they feed through their own shadow. A Golothoma's form of madness causes you to become sickened while in darkness or bright light and makes you weaker against shadow magic and attacks from shadowy creatures.

Laghathti


Race: (immune to KV) Shapechanger SR: 84 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, El So, Ma -25,-20 res 0% imm Heals: (unknown) Deals: Co Di
Misc Imm: (immune to KV) Mind Spells Poison Disease Paralysis Entangle Sneak Attack Death Magic Petrification
Spell Imm: Spells of level 5 and lower. Harm/Mass Harm Implosion Drown Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Amnesia Gaze: DC 57 Cha-Will check versus Amnesia: The sight of the laghathti drains your memories!
Laghathti are not immune to Critical Hits. However they appear to be immune to Critical Hit Kills (Assassin Mortal Strikes & Ranger Called Shots), perhaps due to extremely high Parry Skill. Laghathti can be killed via Level Drain but only via the Energy Drain spell, since Enervation is a level 4 spell.
Laghathti are octopus like Obyriths that have existed for aeons in the Abyss and are particularly at home in the black depths of the River Styx. They also crawl along its bleak shores.

Sibriex


Race: Shapechanger SR: 76 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, El So Ma, p Heals: (unknown) Deals: unknown + spells + special Ac Po
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Entangle Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Mordenkainen's Disjunction, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Casts spells as a level ?? ??.
Mordable Buffs: Endure Elements, Premonition [need more info].
Combat Spells: Flesh to Stone, Greater Orbs of Acid, Cold, Electricity, Fire, Force & Sound, Mordenkainen's Disjuntion and Vitriolic Sphere.
Spit: DC 65 Reflex check to take half/full Ac Po damage: The bile spit from the sibriex causes you to gag and retch!
Knockdown: DC 60 Dexterity check to avoid Knockdown: The sibriex whirls its chains, knocking you down!
Will Drain Aura: DC 60 Cha-Will check to avoid [or reduce] a Will Save penalty: The sight of the sibriex drains your will!
Sibriexes can be Silenced, but their massive size essentially prevents a Silenced PC from affecting them; therefore, it needs to be cast directly on them. Note that they cannot be direct-Morded, but can be Breached.
Sibriexes have a lot of temporary hitpoints, so it may appear that they are not being injured, when in reality they are.
Immunity to level 7 spells from Globe of Invulnerability will make you immune to all Sibriexes' damage spells, this spell can also come from Amulet of Ordered Malevolence.
Sibriexes are bloated, 15 ft tall demons that are little more than 1,500 lb, deformed heads. The reek of rotten vegetation hangs off their misshapen bodies and they constantly exude streams of blood and bile, polluting the ground and causing plants to wither wherever they are. Their faces are the size of wagons, with shrivelled arms ending in trembling digits where their ears would be. In place of a neck, the underbelly of a sibriex hosts a writhing mass of stalks, puckers, and feeding tubes. Although they can lazily float through the air, a body harness fitted with steel chains ending in sharpened spikes is tied around their bodies which tethers them to the ground and which they can animate in order to "walk" along solid surfaces.

Uzollru


Race: Shapechanger SR: 0 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El So Ma, s Heals: (none) Deals: Ac Di + special Physical
Misc Imm: Poison Disease Fear Paralysis Entangle Stun Charm Domination Confuse Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Aura: DC 55 Cha-Will check to avoid Paralysis: The sight of the uzollru fills you with horrible awe!
Domination: Grapple check, DC unknown to avoid Domination: The uzollru grapples you with its tentacles! Freedom of Movement is adequate protection against Grapple checks.
Uzollru are good targets for Assassins and Rangers. They do not appear to be immune to Sleep. Power word, kill pierces their Death Magic immunity.
Vaguely resembling a swimming centipede with dozens of barbed flippers instead of legs, a head akin to a sea anemone with a single red eye in its centre, and two arms which end in lobster shaped pincers. These servants of Dagon scour the abyssal Shadowsea, constantly hunting, liquifying their prey with their tentacles.

Verakia


Race: Shapechanger SR: 0 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Co El Ma, b s p Heals: Fi (superior+) Deals: Fi Ne + special Fi Vi
Misc Imm: Poison Disease Fear Paralysis Freedom Entangle Stun Sleep Charm Domination Confuse Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Knockdown: DC 40 Strength check to avoid Knockdown: You are knocked down by the verakia! and Physical damage: The verakia tramples you!
Berserk Aura: DC 55 Cha-Will check to avoid going Berserk: The sight of the verakia drives you berserk! Only a Caster Level 41+ Clarity spell will cure this effect.
Verakia can be Drowned & Imploded, and are good target for Assassins and Rangers. Power word, kill pierces their Death Magic immunity.
Verakias are a race of gargantuan Obyriths native to the jungles of Gaping Maw, the Layer of Demogorgon. They resemble dragons with long spiked tails, vaguely humanoid two-fingered arms, four eyes, three horns, and fiery mouths.

Loumaras (Fey)

Caligrosto


Race: (immune to KV) Fey SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: So Co Di Bl Heals: Deals:
Misc Imm: Mind Spells Poison Disease Paralysis Slow Ability Drain, Movement Speed Decrease, Knockdown Critical Hits Petrification
Spell Imm: Harm/Mass Harm, Earthquake, Implosion Drown Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Call of Stone, Cast in Stone, and Bigby's Clenched Fist Spells of level 6 and lower
Special Abilities:
Caligrostos can be Crumbled, Mages can use Death Magic, Empowered Great Thunderclaps are also effective, Shifters can use Death Gaze or Banshee Wail
Caligrosto seek out weapons near living targets and inhabit them, animating them to do violence until they build enough strength to manifest as a full semi-corporeal being. They cut and stab to build the strength of their shade, allowing them to become more and more dangerous over time.

Dybbuk


Race: Fey SR: 84 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 60% KB: (none)
Takes: So Di, e f Heals: (unknown) Deals: So Ma Po + special Ec
Misc Imm: Poison Disease Fear Paralysis Freedom Entangle Stun Sleep Charm Domination Daze Ability Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Call of Stone, Cast in Stone, and Bigby's Clenched Fist
Special Abilities:
Ectoplasmic Bolt: Ranged attack (no save) which deals Ec.
Draining Touch: DC 56 Will Check versus Death Magic: The dybbuk's touch weakens your body and resolve! [what exactly does this do?]
Dybbuks can be dismissed with Banishment. High will save may require Energy Draining first.
Empowered Great Thunderclaps are the easiest way to kill Dybbuk after their SR is reduced.
Translucent and undefined, a dybbuk's true form is rarely seen as they float silently through the air. Even when unseen, their presence is followed by brief sensations, the reek of rotting lilies, a chilling breeze and sudden feelings of loss. Even when noticed, most can only make out a faint flicker of light trailed by tendrils of faded haze. When properly seen, dybbuks appear as see-through jellyfish with the nebulous features of a humanoid face drifting across their bodies' surface. They wriggle through the air with smoky scores 5 ft long tendrils on their undersides that can intertwine to form a pair of arms if needed.

Guecubu


Race: Fey SR: 80 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 77% KB: (none)
Takes: Co So Di Heals: El Deals: Di Po + special Ps
Misc Imm: Poison Disease Fear Paralysis Freedom Entangle Stun Sleep Charm Domination Daze Ability Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigby's Clenched Fist
Special Abilities:
Draining Aura: DC 57 Will check to avoid a 10% exotic immunity decrease: The soporific aura around the guecubu weakens you!
Sleep Aura: DC 57 Will check to avoid Sleep: The soporific aura around the guecubu causes you to fall asleep!
Guecubus can be dismissed with Banishment. High will save may require Energy Draining first. All Guecubus heal on El, even non-paragons.
Empowered Great Thunderclaps are the easiest way to kill Guecubu after their SR is reduced.
Guecubus are both incorporeal and invisible, unable to be detected except in minor ways that can be easily brushed off, such as hazy nightmares, signs of fatigue or hallucinations such as the smell of fresh blood. Those with truesight or under the effects of a see invisibility spell will see their true form, that of an indistinct, convulsive, mass of gray gas with a diameter of 5 ft.

Manitou


Race: Fey SR: 79 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 60% KB: (none)
Takes: Co So Di Heals: (none) Deals: El Po + special Vi
Misc Imm: Poison Disease Fear Paralysis Freedom Entangle Stun Sleep Charm Domination Daze Ability Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Vile Aura: Manitous have an aura which deals Vi to all characters who have Ranger and Druid levels.
Fear Aura: DC 58 Cha-Will check versus Fear (a Will Save using your Charisma modifier instead of your Wisdom modifier): The sight of the manitou fills you with terror! Normal Fear Immunity gear protects versus this attack.
Manitous can be dismissed with Banishment. High will save may require Energy Draining first.
Empowered Great Thunderclaps are the easiest way to kill Manitous after their SR is reduced.
In their true forms, manitous manifest as ghostly thickets of thin vines, each covered in thorn and tipped with a fanged maw filled with wood-like teeth. Manitous are possessed by the singular desire to consume the souls of nature's defenders. They take glee in the ruination of the wilderness, particularly in sylvan regions.

Animals, Beasts, Plants, and Vermin

Animals

Carcass Eater


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
A beast that resembles a cross between a rat and a dog although neither of these animals has nearly so many jagged, forward facing teeth. Carcass eaters are a strain of monstrous carnivorous rodents. They are lazy predators, preferring to steal kills from other hunters or scavenge from corpses.

Fiendish Barracuda


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:

Fiendish Boar


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison Disease Fear Stun Sleep Charm Domination Confuse Daze Level Drain Petrification
Spell Imm: Harm/Mass Harm Drown Disintegrate, Flesh to Stone, and Call of Stone
Special Abilities:
Harmable ??

Fiendish Frog


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison Disease Entangle Knockdown Petrification
Spell Imm: Harm/Mass Harm, Weird, Phantasmal Killer, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, and Call of Stone
Special Abilities:
Harmable ??


Fiendish Raptor


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Harmable

Fiendish Roc


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Bl, Fi ,Ma, p s Heals: Deals:
Misc Imm: Fear Entangle Stun Charm Domination Daze Ability Drain Knockdown Level Drain Death Magic Petrification
Spell Imm: Harm/Mass Harm, Earthquake, Implosion Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Can insta kill with Power Word kill.

Fiendish Slug


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison Disease Fear Entangle Stun Sleep Charm Domination Confuse Knockdown
Spell Imm: Implosion Drown Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Forceful Hand
Special Abilities:


Vorr


Race: Animal SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm: Poison Disease Paralysis Entangle Sleep Charm Domination Confuse Ability Drain Knockdown Death Magic Petrification
Spell Imm: Weird, Phantasmal Killer, Implosion Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Can insta kill with Power Word: Kill.
Vorr stand around 4 feet tall. They resemble a black hyena animal native to the Prime Material Plane but with a face bright with intelligence. The monsters are covered with bristly black-and-gray fur, leaving their long rat tail hairless.

Magical Beasts

Abrian


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:

Arrowhawk


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Implodabe
Arrowhawks have four wings and four eyes (one pair on either side of its beak). They are covered in blue scales with the occasional tuft of yellow feathers. Adults (11–40 years old) are about 10 feet long with a wingspan of 15 feet. Adults weigh about 100 lbs.[

Brood Keeper


Race: Magical Beast SR: 78 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El So Ne, p s Heals: (unknown) Deals: Ac Ma
Misc Imm: Poison Disease Paralysis Stun Sleep Charm Domination Confuse Daze Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Summons: Brood Keepers spawn either 2 Abyssal Ant Swarms or 2 Brood Swarms or 1 of each when they die.
Brood Keepers are good targets for Assassins and Rangers.
This enormous creature resembles a bloated brown insect, its abdomen covered in hundreds of overlapping plates like scale mail. Its forelegs are enormous claws and several sets of oversized mandibles protrude from under its yellow eyes.

Deadborn Vulture


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:

Varrangoin Arcanist


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Good target for CS/MS
Varrangoins resemble emaciated man-sized humanoids with huge leathery bat wings, terrifying skull-like faces and dark grey or black skin. Their tails are barbed on their ends and filled with a potent poison. Varrangoins are extremely sensitive to sunlight. Each varrangoin has an elemental breath weapon they were born with: acid, fire, cold, or electricity. Upon the creature's death, it would explode with the same energy that was their's breath weapon element. Arcanist varrangoins can be compared to wizards who guard their arcane knowledge jealously.

Varrangoin Hurler


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
All Varrangoin are vulnerable to Sunburst and can be instakilled with this spell.
Varrangoins resemble emaciated man-sized humanoids with huge leathery bat wings, terrifying skull-like faces and dark grey or black skin. Their tails are barbed on their ends and filled with a potent poison. Varrangoins are extremely sensitive to sunlight. Each varrangoin has an elemental breath weapon they were born with: acid, fire, cold, or electricity. Upon the creature's death, it would explode with the same energy that was their's breath weapon element.

Varrangoin Rager


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
All Varrangoin are vulnerable to Sunburst and can be instakilled with this spell.
Varrangoins resemble emaciated man-sized humanoids with huge leathery bat wings, terrifying skull-like faces and dark grey or black skin. Their tails are barbed on their ends and filled with a potent poison. Varrangoins are extremely sensitive to sunlight. Each varrangoin has an elemental breath weapon they were born with: acid, fire, cold, or electricity. Upon the creature's death, it would explode with the same energy that was their's breath weapon element.

Varrangoin Scout


Race: Magical Beast SR: TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
All Varrangoin are vulnerable to Sunburst and can be instakilled with this spell.
Varrangoins resemble emaciated man-sized humanoids with huge leathery bat wings, terrifying skull-like faces and dark grey or black skin. Their tails are barbed on their ends and filled with a potent poison. Varrangoins are extremely sensitive to sunlight. Each varrangoin has an elemental breath weapon they were born with: acid, fire, cold, or electricity. Upon the creature's death, it would explode with the same energy that was their's breath weapon element.

Plants

Bone Moss


Race: Plant SR: TR: unturnable except with Vestments of the Gardenborn [TR unknown]
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:

Fiendish Fungus


Race: Plant SR: (unknown) TR: unturnable except with Vestments of the Gardenborn [TR unknown]
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Co Ne, s Heals: Fi Deals: Ac Fi Ma Po
Misc Imm: Mind Spells Paralysis Entangle Knockdown Critical Hits Death Magic / Domination (paragon+)
Spell Imm: Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Forceful Hand
Special Abilities:
Split: Fiendish Fungus will split when subjected to Fi. It is believed that this happens after they have absorbed enough Fi damage to double their maximum hitpoints..
Fiendish Fungus can be Distintegrated, Harmed and Imploded. Note that they deal 4 damage types from range. All Fiendish Fungi heal on Fi damage, even non-paragons.

Phycomid


Race: Plant SR: TR: unturnable except with Vestments of the Gardenborn [TR unknown]
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Horrids insta kill Phycomids.
Phycomids resemble white, fibrous blobs of decomposing matter with capped fungi growing out of them

Sporebat


Race: Plant SR: TR: unturnable except with Vestments of the Gardenborn [TR unknown]
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Sporebats can be insta killed by Horrids.

Violet Fungus


Race: Plant SR: TR: unturnable except with Vestments of the Gardenborn [TR unknown]
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Violet fungi are human-sized mushrooms supported by a mass of root-like feelers that allow them to move slowly to more favorable feeding spots. They can range in color from deep purple to dull gray, or they can be violet and covered in purple spots. They also contain four leafy tendrils. These "tentacles" can apply a secreted poison that causes weakening.

Viper Tree


Race: Plant SR: 0 TR: unturnable except with Vestments of the Gardenborn [TR unknown]
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Sl, El Fi Po, b p m Heals: (none) Deals: Ac Ne
Misc Imm: Poison Disease Fear Entangle Charm Domination Confuse Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Liquify: DC 40 Constitution check to avoid death: The viper tree's venomous bite causes your entire body to deliquesce! Artifact-level and class-level (lvl 9+ Druids & lvl 11+ Monks) Poison immunity protects against this attack.
Viper Trees can be stunned with Storm Of Vengeance for a short time. This allows melees to beat them down, but note that they may become unstunned before they die. They can also be Defoliate-ed. Fi and Po are the best types to deal against them. Epic Dodgers are able to tank Viper Trees reasonably well, provided they have high concealment.
In the larval stage, viper trees are fully mobile and appear to be three-headed snakes (all heads at the same end) with the middle head smaller than the other two. After they plant themselves, they can be mistaken for beech trees or other similar trees with light-colored, smooth bark, at a distance. Up close, the reptilian nature is easily noticeable with scaly white skin and a snake head at the end of each branch. A mature viper tree has dozens of branches.

Vermin

Abyssal Ant Swarm


Race: Vermin SR: 80 TR: unknown
AB: AC: Saves: F / R / W Conceal: 80% KB: (none)
Takes: Bl, El Fi Ma, p s c Heals: (none) Deals: Ac + special In
Misc Imm: Poison Disease Fear Paralysis Slow Entangle Stun Charm Domination Confuse Daze Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Swarm Aura: DC 55 Cha-Will check for half/full [must confirm] In damage: The abyssal ants swarm all over you! The amount of In damage is dependent upon armour type: heavy armour grants the most protection, robes grant the least. Damage can exceed 600 HP.
Abyssal Ant Swarms are very high priority targets for Sleep-ing and/or Drown-ing. They can also be Level Drain-ed to death.

Chelicera


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Vulnerable to Power Word, Stun (see Stillsound) and Power Word, Kill.

Giant Scorpion Flayer


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Giant scorpions are the size of horses. They are perfectly content with attacking whatever prey is smaller than themselves, including humans.

Giant Scorpion Stinger


Race: Vermin SR: TR:
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Heals: Deals:
Misc Imm:
Spell Imm:
Special Abilities:
Implodable
Giant scorpions are the size of horses. They are perfectly content with attacking whatever prey is smaller than themselves, including humans.

Humanoids

Elves

Tiefling Archer


Race: Elf SR: 74 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Co So, p s a e m p Heals: (none) Deals: Fi Di
Misc Imm: Mind Spells Level/Abil Drain / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, and Disintegrate
Special Abilities: Tiefling Archers Breach on-hit.
Tiefling Archers are vulnerable to Death Magic. They are also good targets for Assassins and Rangers.

Tiefling Assassin


Race: Elf SR: 70 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 20% KB: (none)
Takes: Bl, Co So, p s a e m p Heals: (none) Deals: El Po
Misc Imm: Poison Disease Fear Sleep Charm Domination Confuse Level/Abil Drain Knockdown Death Magic
Spell Imm: Harm, Mass Harm, Implosion, Bigbys Grasping Hand, and Bigbys Forceful Hand
Special Abilities: Mortal Strike, DC 54.
Tiefling Assassins can be Disintegrated & Drowned. Power Word: Kill pierces their Death Magic immunity. They are also good targets for Assassins and Rangers.

Tiefling Sorceress


Race: Elf SR: 75 TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB: (none)
Takes: Bl, Co So, p s a e m p Heals: (none) Deals: (unknown) + spells
Misc Imm: Mind Spells Poison Disease / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Forceful Hand
Special Abilities: Casts spells as a level 60 pure Sorcerer with ???.
Mordable Buffs: Cat's Grace, Endure Elements, Energy Immunity: Cold, Ethereal Visage, Negative Energy Protection, Premonition, Protection from Elements, Resist Elements, Shadow Shield, Shield and Spell Mantle.
Combat Spells: Bigby's Grasping & Interposing Hands, Firebrand, Meteor Swarm, Mordenkainen's Disjunction and Shout.
Tiefling Sorceresses can be killed in many ways. In regards to spells, they have Mantles which first need to be removed. They are also good targets for Assassins and Rangers.

Humans

Dustman Necromancer


Race: Human SR: 75 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 65% (EV, dispellable) KB: (none)
Takes: Bl Pi Sl, Fi Ne Po, a c e Heals: (unknown) Deals: (unknown) + spells
Misc Imm: Fear Charm Domination Confuse Level/Abil Drain Knockdown Petrification
Spell Imm: Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Casts spells as a level 60 pure ??? with ???.
Mordable Buffs: Death Armour, Energy Immunity: Fire, Ethereal Visage, Negative Energy Protection, Premonition, Resist Elements, Shadow Shield and Spell Mantle.
Combat Spells: Bigby's Grasping Hand, Eyebite, Horrid Wilting, Mordenkainen's Disjunction, Negative Energy Ray, Polar Ray, Spell Breach and Wail of the Banshee.
Dustman Necromancers can be a big problem for a party if left to cast freely. They can be Drowned & Imploded and killed with Death Magic but note that they have Spell Mantles which first need to be removed. They are also good targets for Assassins and Rangers.

Dustman Slinger


Race: Human SR: 70 TR: unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Fi Ne Po, a c e Heals: (none) Deals: El Fi Ma
Misc Imm: Fear Charm Domination Level/Abil Drain Knockdown Petrification
Spell Imm: Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: (none)
Dustman Slingers can be Distintegrated & Imploded and killed with Death Magic. They are also good targets for Assassins and Rangers.

Reptilian

Yuan-Ti Huntress


Race: Reptilian Humanoid SR: 85 TR: unturnable
AB: AC: Saves: F / R / W Conceal: 35% KB: (none)
Takes: Bl, Co, p s e f s d m n p Heals: Ac (superior+) Deals: Co Ne
Misc Imm: Poison Disease Level/Abil Drain / Domination (paragon+)
Spell Imm: Drown
Special Abilities: Yuan-ti Huntresses are pure [?] Level 60 [??] Zen Archer Rangers with DC 56 Called Shot.
Mordable Buffs: Camouflage, Cat's Grace, Mass Camouflage, Monstrous Regeneration, Protection from Elements and Resist Elements. Note that Camouflage and Cat's Grace are mordable but not breachable.
Combat Spells: [need info].
There are many, many ways to kill Yuan-ti Huntresses. Their on-spawn Mass Camouflage buff often affects their allies.

Yuan-Ti Sorceress


Race: Reptilian Humanoid SR: 75 TR: unturnable
AB: AC: Saves: F / R / W Conceal: KB: (none)
Takes: Bl, Co, p e f s d n p Heals: Ac (superior+) Deals: (unknown) + spells
Misc Imm: Poison Disease Level/Abil Drain / Domination (paragon+)
Spell Imm: Drown
Special Abilities: Yuan-ti Sorceresses are pure [?] Level 60 [??] Sorcerers with [??].
Mordable Buffs: Bulls Strength, Endure Elements, Ethereal Visage, Fox's Cunning, Premonition, Protection from Elements and Resist Elements.
Combat Spells: Ball Lightning, Bigby's Crushing Hand, Chain Lightning, Fear, Freezing Sphere, Greater Spell Breach, Mordenkainen's Disjunction, Power Word: Stun and Vitriolic Sphere.
Maze: Yuan-ti Sorceresses have Maze, once per day. Remove Curse (Caster Level 41+) is required to free people affected by this spell.
There are many, many ways to kill Yuan-ti Sorceresses. In regards to spells, they have Spell Mantles which first need to be removed.

Bestiary:_Abyss/Other

Bestiary:_Abyss/Undead

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