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Molydeus
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., true seeing, Listen +29, and Spot +29
Languages: Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal; telepathy 100 ft.
AC:40 (-1 size, +6 Dex, +18 natural, +4 armor, +3 deflection), touch 17, flat-footed 33
Hit Dice:19d8 (275 hp);DR: DR 15/cold iron and good; Evasion
Fort+21, Ref+17, Will+18
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack+19; Grapple
Attack: Melee +1 dancing vorpal cold iron greataxe (-3 power atk) /// (/19-20 x3) and 2 claws ([1d6+12]) and bite () and bite ( plus poison DC 29
Special Attacks: piercing strike, snakebite, summon Tanarri, poison, spell-like abilities
Attack Options: Combat expertise, Improved Trip , Improved Disarm
Abilities:Str 28, Dex 22, Con 30, Int 21, Wis 24, Cha 28
Special Qualities: Fast healing 30;Immune electricity, poison, Resist acid 10, cold 10, fire 10; SR 30, evasion
Feats: Combat Expertise;Improved Critical(greataxe);Improved Disarm;Improved Initiative; Improved Trip;Multiattack;Quicken Spell-Like Ability(telekinesis);Track
Skills: Bluff +31, Concentration +32, Diplomacy +35, Forgery +21, Intimidate +33, Knowledge (any one) +27, Knowledge (the planes) +27, Listen +29, Search +27, Sense Motive +29, Spot +29, Survival +29 (+31 to follow tracks), and Use Magic Device +31
Advancement: 20-29 HD (Large); 30-57 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, see text
Treasure/Possessions: Quad standard, plus+1 dancing vorpal cold iron great axeandhord of blasting
Source: Fiendish Codex I
The fiend stands 12 feet tall and wields a massive greataxe carved with jagged runes and a glittering red ruby set in to the base of its shaft. The demon has crimson skin, clawed hands, and the head of a leering demonic hyena with silver eyes and great slavering fangs. A writhing snake protrudes from the side of the demon's neck, coiling and hissing menacingly.
A molydeus is a powerful tanar'ri that serves as an enforcer for a powerful demon lord.
Spell-Like Abilities (CL 19th): At will - baleful polymorph (DC 24), blasphemy (DC 26), blindness/deafness (DC 20), charm person (DC 20), fear (DC 23), fly, greater dispel magic, invisibility, greater teleport (self plus 50 lb. of objects only), suggestion (DC 22), telekinesis (DC 24), vampiric touch (+27 melee touch) 7/day-dimensional lock, lightning bolt (DC 22) 3/day - quickened telekinesis (DC 24), 1/day - trap the soul (DC 28)
All-Around Vision (Ex): A molydeus's snake head constantly peers in all directions, granting the demon a +4 racial bonus on Search and Spot checks. A molydeus can't be flanked.
Dancing Vorpal Axe (Ex): A molydeus's +1 dancing vorpal cold iron greataxe is an extension of its being. If the molydeus is slain, its axe melts away into ichor. A molydeus whose axe is destroyed can manifest a new one by taking part in an 8-hour ritual on the Woeful Escarand (layer 400), where it uses manes as the raw materials to forge a new axe. Once the new axe is created, the previous axe (or its remains) melts away.
Piercing Strike (Su): A molydeus can strike through many forms of damage reduction with its weapons. The first time it strikes a foe, damage reduction applies normally to the blow. All following strikes automatically ignore damage reduction, save for damage reduction that requires a specific material (such as silver, cold iron, or adamantine) to bypass, epic damage reduction, or damage reduction that doesn't allow any form of bypass (such as that granted to barbarians).
Poison (Su): Snake bite - Injury, Fort DC 29, 2d6 Con drain/2d6 Con drain. A creature reduced to 0 Constitution by this poison immediately transforms into a mane. Only a miracle or wish can reverse this transformation. Molydeus venom is supernaturally potent and can harm creatures normally immune to poison (including those under the effects of spells such as neutralize poison or heroes' feast, but not constructs, oozes, plants, or undead). Against such creatures, its effects are reduced to 1d6 Con for both initial and secondary damage.
Snakebite (Ex): A molydeus's snake head can strike independently of the demon's other actions. It can make a bite attack as a free action once per round while the molydeus takes any other standard or full-round action. The snake head always strikes as a secondary attack.
Summon Tanar'ri (Sp): Once per day, a molydeus can automatically summon 1d6 babaus, 1d4 chasmes, or one marilith. This ability is the equivalent of a 9th-level spell (CL 19th).
True Seeing (Su): A molydeus has a continuous true seeing ability, as the spell (CL 19th). This ability cannot be dispelled.
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Huge Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +2(Dex); Senses: true seeing, Listen +30, and Spot +30
Languages: Abyssal, Common
AC:35 (-2 size, +2 Dex, +18 natural, +7 armor and/or shield), touch 10, flat-footed 33
Hit Dice:27d8+216 (337 hp);DR: 15/good and lawful
Fort+23,Ref+17,Will+17
Speed: 35 ft. in breastplate; base speed 50 ft. ft.
Space: 15 ft.; Reach 15 ft.
Base Attack+27;Grapple+45
Attack: Melee:+3 adamantine longsword /// (/17-20 x2)
Attack Options: Cleave, Combat Reflexes, Great Cleave, Power Attack, Quick Draw, Quicken Spell-Like Ability (greater teleport), Quicken Spell-Like Ability (greater dispel magic), aligned strike (chaotic, evil), glory
Abilities:Str 30, Dex 14, Con 27, Int 10, Wis 11, Cha 11
Special Abilities: Aura: unlife (10 ft.); Immune: negative energy, poison; Resist: acid 10, cold 10, electricity 10, fire 10; SR 29
Special Qualities: deathdrink
Feats:Cleave,Combat Reflexes,Great Cleave,Improved Critical(longsword),Improved Initiative,Iron Will,Power Attack,Quick Draw,Quicken Spell-Like Ability(greater teleport),Quicken Spell-Like Ability(greater dispel magic),
Skills:Concentration +38, Hide +21, Intimidate +30, Jump +37, Knowledge (the planes) +30, Listen +30, Move Silently +29, Spot +30, and Survival +0 (+2 on other planes)
Advancement: by character class; Favored Class cleric (see page 41, MM4)
Climate/Terrain: Infinite Layers of the Abyss
Organization: usually accompanied by undead, frequently other deathdrinkers, occasinally other demons.
Treasure/Possessions: Standard, combat gear plus+2 breastplate,+3 adamantine longsword, gems and jewelry
Source: Monster Manual IV
True Seeing (Su): As the true seeing spell; continuous; caster level 20th.
Spell-Like Abilities (CL 20th): At will - air walk (self only), greater dispel magic, greater teleport (self plus 50 lb. of objects only)
Aura of Unlife (Su): Creatures take 2d6 points of damage at the end of each of the deathdrinker's turns if they are within 10 feet of it. This is a negative energy effect. Undead are instead healed of a like amount of damage.
Glory in Slaughter (Ex): A deathdrinker gains a +5 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute after it kills a worthy opponent (a creature with at least 10 HD).
Deathdrink (Su): If a deathdrinker deals enough damage to a creature to kill it, with either its death aura or a melee attack, it instantly heals ld8 points of damage per HD of the creature it killed.
A deathdrinker collects souls from those hapless enough to cross its path. Creatures of brute force and gory battle, they seek out combat with sadistic glee, spreading fear even among other demons.
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