Demons the type of planer creatures people just love to hate they even hate each other. This is my guide to a few that I have found in that endless pit known as the abyss.
Abyssal Mouther
Large Outsider (Chaotic, Extraplanar, Evil, Tanari’ri)
Hit Dice: 6d8+36 (57 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 17 (-1 Size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Bite +13 (3d6+12/18-20/x3)
Full Attack: Bite +13 (3d6+12/18-20/x3
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, Increased Damage, Rend fallen
Special Qualities: DR 5/good, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 15, summon tanar’ri, telepathy 100 ft.
Saves: Fort +11, Ref +7, Will +6
Abilities: Str 27, Dex 14, Con 22, Int 8, Wis 13, Cha 12
Skills: Bluff +11, Climb +16, Escape Artist +12, Intimidate +11, Jump +16, Listen +11, Spot +11
Feats: Danger Sense*, Improved Initiative, Improved Natural Attack (bite)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or gang (3-15)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 7-12 HD (Large), 13-18 (Huge)
Level Adjustment: -
A large ball looking creature, with blood red skin stands in front of you. You see its overly large mouth, and for small eyes. Its for stubby feet seam to carry it at a good pace as it comes toward you.
If abyssal maw are known as a big walking mouth, the abyssal mouther is known as a bigger walking mouth. A true tannari’ri unlike its lesser kin. The abyssal mouther’s have been known to eat a centaur in a few seconds. Commonly used as second wave shock troops in a fight.
Combat
Abyssal mothers more so then there lesser kin love to tear there opponts in little peaces and such don’t use much but there mouth in combate. There bit as been known to kill even after they have ben killed.
Augmented Critical (Ex): The abyssal mouthers bite attack threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based.
Rend Fallen (Ex): An anyssal mouther loves to tear into its downed foes. It automatically deals an additional 2d6+12 points of damage to any foe it drops with a melee attack.
Summon Tanar’ri (Sp): Once per day, an abyssal mouther can attempt to summon another abyssal mouther with a 60% chance of Success.
Increased Damage (Ex): Because of their sharp teeth abyssal mouthers deal damage as if they were one size larger.
*See the Miniatures handbook for this feat
The orcus does not have many living servants. In this case this group od demons is alive but want to be undead like there master was for a short time. They also seam to be looking for new ways to forum undead it seams.
Grave Hunter
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 12d8+60 (114 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft., Fly 30 ft. (Poor)
AC: 21 (-1 Size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +12/+20
Attack: Bite +16 (2d6+6 plus Poison)
Full Attack: Bite +16 (2d6+6 plus Poison) and 2 claws +11 (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, Poison
Special Qualities: Damage reduction 10/good and bludgeoning, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 19, Dex 16, Con 21, Int 14, Wis 17, Cha 22
Skills: Concentration +17, Craft (alchemy) +14, Knowledge (acrana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +15, Sense Motive +15, Spellcraft +16, Spot +15
Feats: Ability Focus (Poison), Improved Natural Attack (Bite), Iron Will, Wingover
Environment: Infinite Layers of the Abyss (Thanatos)
Organization: Solitary, troupe (1 grave hunter, 2-12 zombies or 2-24 skeletons), or grave troupe (2 grave hunter, 4-24 zombies or 4-48 skeletons, 1 zovvut****, 2-4 wights)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 13-20 HD (Large), 21-36 (Huge)
Level Adjustment: -
A large skeletal humanoid looking this with large bat wings stands in front of you. It’s hard to tell if it’s living or really is dead to your eyes. Though it seams to give off the chill of undeath.
Grave Hunters look like skeletal humanoids with big bat wings springing from their spine. A common follower of Orcus as well as his other servants. Even though they are alive despite their appearance they are obsessed with undeath and necromancy. Unlike like other demons they are not the least interested in abyssal politics they would rather study undeath and the undead to find newer ways to make or become undead them selves. So they commonly capture mortals to conduct all sorts of experiments on them so they can find better ways to do what they do best make better undead.
Combat
A Grave Hunter would rather fight at a distance then up close. He would rather send his undead troops them him self.
Spell-Like abilities (Sp): At will-Chill of the Void* (DC 20), Command Undead (DC 18), greater teleport (self plus 50 pounds of objects only), Wall of Bones**, Wrack*** (DC 20); 3/day—Animate Dead, Deathwatch, Pain** (DC 20), Unliving Weapon*** (DC 19); 1/day—Creat Undead. Caster level 12th. The Save DCs are Charisma-based.
Poison (Ex): Injury, Fortitude DC 23, initial damage 2d8 Con and 2d4 Charisma, secondary damage 3d6 Con. The save DC is Constitution-based and includes the +2 bonus from the Ability Focus feat.
Summon Tanar’ri (Sp): Once per day, a Grave Hunter can attempt to summon another Grave Hunter with a 40% chance of Success.
Skills: Grave Hunters have a +6 racial bonus on Listen and Spot checks.
* New spell see below.
** See Oriental Adventures for this spell.
*** See the Book of Vile Darkness for this spell.
**** See Monster Manual 2 for this creature.
Chill of the Void
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A purple ray springs from your hand. You draw power from the void giving you the power to chill more then just one part of the flesh but all the flesh of the target. You must succeed at a ranged touch attack to strike the target. The target takes 1d4 points of cold damage per caster level (maximum 15d4) there is no save for this part of the spell. The target creature also takes 2 points of Constitution damage unless it makes a successful Fortitude saving throw.