Always CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
Init +3; Senses darkvision 60 ft.; Listen +14, Spot +14
Aura fear (5-ft. radius, Will DC 16)
Languages Abyssal, Celestial, Common; telepathy 100 ft.
AC 26, touch 12, flat-footed 23
(–1 size, +3 Dex, +14 natural)
hp 76 (9 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 21
Fort +10, Ref +9, Will +8
Speed 30 ft. (6 squares), climb 30 ft., fly 50 ft. (perfect);
Flyby Attack
Melee 2 claws ( plus wounding) and
bite ( plus wounding) and
gore ( plus wounding)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +17
Atk Options Flyby Attack, Power Attack
Special Actions drone, summon tanar’ri
Spell-Like Abilities (CL 9th):
At will—contagion (DC varies), darkness, desecrate, detect good, dispel magic, fly, greater teleport (self plus 50 pounds of objects only), insect plague, ray of enfeeblement (+11 ranged touch), protection from good (DC 13), see invisibility, telekinesis (DC 17)
3/day—quickened ray of enfeeblement (+11 ranged touch)
1/day—unholy aura (DC 20)
Abilities Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 14
SQ tanar’ri traits (see page 28)
Feats Flyby Attack, Multiattack, Power Attack, Quicken Spell- Like Ability (ray of enfeeblement)
Skills Bluff +14, Climb +24, Concentration +16, Diplomacy +6, Hide +11, Intimidate +16, Listen +14, Move Silently +15, Search +14, Sense Motive +14, Spot +14
Advancement 10–18 HD (Large)
Drone (Su)
As a full-round action, a chasme can beat its wings to create a droning buzz in a 60-foot-radius spread. Each creature in this area must succeed on a DC 16 Will save or fall asleep for 2d10 rounds. Creatures immune to sleep effects are immune to this effect. The save DC is Charisma-based.
[b]Fear Aura (Su)
As a swift action, a chasme can create an aura of fear in a 5-foot radius around it. This effect is otherwise identical to a fear spell (CL 12th; Will DC 16 negates). If this save is successful, that creature cannot be affected again by that chasme’s fear aura for 24 hours. The save DC is Charisma-based.
[b]Summon Tanar’ri (Sp)
Once per day, a chasme can attempt to summon 1d4 rutterkins or 1 chasme with a 40% chance of success. This ability is the equivalent of a 4th- level spell (CL 9th).
[b]Wounding (Ex)
A wound resulting from a chasme’s attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of any form of magical healing.
Init +3; Senses darkvision 60 ft.; Listen +14, Spot +14
Aura fear (5-ft. radius, Will DC 16)
Languages Abyssal, Celestial, Common; telepathy 100 ft.
AC 26, touch 12, flat-footed 23
(–1 size, +3 Dex, +14 natural)
hp 76 (9 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 21
Fort +10, Ref +9, Will +8
Speed 30 ft. (6 squares), climb 30 ft., fly 50 ft. (perfect);
Flyby Attack
Melee 2 claws ( plus wounding) and
bite ( plus wounding) and
gore ( plus wounding)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +17
Atk Options Flyby Attack, Power Attack
Special Actions drone, summon tanar’ri
Spell-Like Abilities (CL 9th):
At will—contagion (DC varies), darkness, desecrate, detect good, dispel magic, fly, greater teleport (self plus 50 pounds of objects only), insect plague, ray of enfeeblement (+11 ranged touch), protection from good (DC 13), see invisibility, telekinesis (DC 17)
3/day—quickened ray of enfeeblement (+11 ranged touch)
1/day—unholy aura (DC 20)
Abilities Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 14
SQ tanar’ri traits (see page 28)
Feats Flyby Attack, Multiattack, Power Attack, Quicken Spell- Like Ability (ray of enfeeblement)
Skills Bluff +14, Climb +24, Concentration +16, Diplomacy +6, Hide +11, Intimidate +16, Listen +14, Move Silently +15, Search +14, Sense Motive +14, Spot +14
Advancement 10–18 HD (Large)
Drone (Su)
As a full-round action, a chasme can beat its wings to create a droning buzz in a 60-foot-radius spread. Each creature in this area must succeed on a DC 16 Will save or fall asleep for 2d10 rounds. Creatures immune to sleep effects are immune to this effect. The save DC is Charisma-based.
[b]Fear Aura (Su)
As a swift action, a chasme can create an aura of fear in a 5-foot radius around it. This effect is otherwise identical to a fear spell (CL 12th; Will DC 16 negates). If this save is successful, that creature cannot be affected again by that chasme’s fear aura for 24 hours. The save DC is Charisma-based.
[b]Summon Tanar’ri (Sp)
Once per day, a chasme can attempt to summon 1d4 rutterkins or 1 chasme with a 40% chance of success. This ability is the equivalent of a 4th- level spell (CL 9th).
[b]Wounding (Ex)
A wound resulting from a chasme’s attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of any form of magical healing.
