Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: Listen +27 and Spot +27
Languages: Telepathy 100 ft.
Aura: Fear 30ft (DC 24)
AC:34 (-2 size, +2 Dex, +24 natural), touch 10, flat-footed 32
Hit Dice:20d8+120 (210 hp);
DR: 20/good and iron
SR 37
Fort+18,Ref+14,Will+15
Speed: 50 ft., fly 90 ft. (poor)
Space: 15 ft./15 ft.
Base Attack+20; Grapple
Attack: Huge+3 battleaxe melee
Full Attack: Huge+3 battleaxe /// melee, and 2 pincers melee and spines ranged
Damage: Huge +3 battleaxe /19-20 x3, pincer , spines plus poison
Special Attacks/Actions: Fear aura, improved grab, poison, rend , spell-like abilities, spells,summon Tanarri, vorpal pincers 2d6+13
Abilities:Str 29, Dex 15, Con 22, Int 20, Wis 16, Cha 23
Special Qualities: outsider traits, see invisibility SR 36, Tanarri traits
Feats:Cleave;Great Cleave;Improved Critical(vorpal pincers);Improved Critical(battleaxe);Multiattack;Multiweapon Fighting;Power Attack
Skills:Bluff +29, Concentration +29, Diplomacy +33, Disguise +6 (+8 acting), Hide a-25, Intimidate +31, Knowledge (any two) +28 each, Listen +27, Move Silently +25, Search a-28, Sense Motive +27, Spellcraft +28, Spot +27, and Survival +4 (+6 following tracks)
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, group (2-3), or troupe (1 klurichir plus 2 balors, 2-3 mariliths, and 3-5 nalfeshnees)
Treasure/Possessions: Standard coins, double goods, double items
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Source: Fiend Folio
Fear Aura (Su): As a free action, a klurichir can produce a fear effect. This ability functions like a fear spell (caster level 20th; save DC 24), except that it affects all creatures within a 30-foot radius around the klurichir. Any creature that makes a saving throw against the effect cannot be affected again by that klurichir's fear aura for one day.
Improved Grab (Ex): If a klurichir hits an opponent that is at least one size category smaller than itself with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +37). If it gets a hold, it draws the grappled character toward its vorpal pincers and its mouth, where it can immediately attempt to attack the opponent with its vorpal pincers attack (at a attack bonus). Thereafter, the klurichir can simply use its pincer to hold the opponent, raking no penalty on its grapple checks and not considered grappled itself (see Improved Grapple, below). Each successful grapple check it makes during successive rounds automatically deals pincer damage and allows it to make a vorpal pincers attack and a bite attack on the victim.
Improved Grapple (Ex): Normally a creature engaged in a grapple that does not want to be considered grappled must take a -20 penalty on its grapple check. But the klurichir, while grappling with its pincers, is never considered grappled. It can conduct grapple attacks with its pincers normally without taking any penalties on other attacks, and it need not take the -20 penalty on grapple checks to be considered not grappling.
Poison (Ex): A klurichir delivers its poison (Fort DC 26 negates) with each successful spine attack. Initial and secondary damage are the same ( Str).
Rend (Ex): If a klurichir hits a single target with both pincers, it latches onto the opponent's body and tears the flesh. This attack deals points of damage. It typically uses this ability only against Huge and larger creatures, which it cannot grab.
Spell-like Abilities: At will - blasphemy, deeper darkness, desecrate, detect good, detect law, dispel good, fear, greater dispelling, magic circle against good, mass charm, mass suggestion, pyrotechnics, read magic, symbol (any), telekinesis, teleport without error (self plus maximum load of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 3/day - destruction, enervation, fire storm, implosion, slay living. Caster level 20th; save DC 16 + spell level.
Spells: A klurichir can cast arcane spells as a 10th-level sorcerer (spells/day 6/8/8/7/6/4; spells known 9/5/4/3/2/1; save DC 16 + spell level). Klurichirs prefer abjuration and evocation spells above others. A typical spells known list: 0 - arcane mark, daze, disrupt undead, flare, mage hand, open/close, prestidigitation, ray of frost, resistance; 1st - mage armor, magic missile, shield, shocking grasp, sleep; 2nd - endurance, flaming sphere, Melf's acid arrow, protection from arrows; 3rd - fireball, haste, protection from elements; 4th - ice storm, stoneskin; 5th - dismissal.
Summon Tanar'ri (Sp): Once per day a klurichir can automatically summon 4d10 quasirs, 1d6 hezrous, 2 nalfeshnees, 2 glabrezus, 2 mariliths, or 2 balors (klurichir's choice).
Vorpal Pincers (Su): A klurichir can make a vorpal pincers attack against an opponent grappled in its pinchers, once each round, if it makes a successful grapple check. Its vorpal pincers have an attack bonus of and deal points of damage with a successful attack. The pincers threaten a critical hit on a natural attack roll of 18-20 (including both their natural sharpness and the demon's Improved Critical fear). On a successful critical hit, the pincers sever the opponent's head from its body. Some creatures, such as many aberrations and most oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads, but most creatures die when their heads are cut off
See Invisibility (Su): This ability functions like a see invisibility spell, except that it is always active and its range extends to the limit of the klurichir's vision.
Skills: Klurichirs have a +8 racial bonus on Intimidate and Sense Motive checks and a +4 racial bonus on Move Silently checks.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Tanar'ri Traits: Tanar'ri can communicate telepathically with any creature within 100 feet that has a language. A tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
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