A123 Shackled City (Gaeris)

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Demon (Razorr)

Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)

Hit Dice: 8d8+8 (44 hp)
Initiative: +7
Speed: 40ft (8 squares) or Climb 20ft (4 squares)
AC: 18 (+3 Dex, +5 Natural Armor) touch 13, flat-footed 15
Base Attack/Grapple: +8/+10
Attack: +10 melee (1d8+2 plus poison, claw)
Full Attack: +10 melee (1d8+2 plus Poison, 2 claws)
Space/Reach: 5ft/5ft
Special Attacks: Damage Reduction 5/ bludgeoning or slashing, darkvison 60ft, Immunity from electricity and poison, Resistance to acid 10, cold 10, and fire 10, spider climb, Supernatural Jump, Telepathy 100ft.
Special Qualities: Poison, summon tanar'ri
Saves: Fort +7, Ref +10, Will +9
Abilities: Str 15, Dex 17, Con 13 Int 12, Wis 12, Cha 10
Skills: Climb +13, Escape Artist +12, Hide +8, Intimidate +8, Jump +23, Listen +9, Move Silently +14, Search +12, Sense Motive +13, Spellcraft +6, Spot +3, Tumble +14
Feats: Improved Initiative, Improved Natural Attack (claws), Power Attack

Environment: Unending Battlefield of Shavarath
Organization: Solitary, Pair, Cell (1-4 plus 1-2 Babaus), or Squad (3-10)
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 9-18 (Medium)
Level Adjustment: -

Read Aloud
What appears to be acid scarring covers this creature from it's bald head to its toes. It has the basic shape of a human, but six inch claws extend from its fingertips. Two empty eye sockets sit directly above its mouth of teeth filed down to razor edges.

Description
Razorrs serve as soldiers in unconventional warfare. They are sent on commando missions for whatever demon lord they serve. Razorrs work well in units, and every intelligent Demon Lord has at least one platoon of them. They are known and feared for their cunning and unpredictable ambushed, along with their climbing and jumping abilities, razorrs make deadly foes.
A razorr stands about 5'6 tall and usually weighs around 120lbs, but larger or even fatter examples are not unknown.

Combat
Razorrs usually start off by climbing onto high areas where they can use their jump to move from area to area until they can drop down on their prey. Razorrs love to grapple and do so anytime they can and of course, they never fight fair, utilizing their poison to weaken opponents. A razorr will always target the weakest looking or least armored target of opportunity.
Poison: Injury, Fortitude DC 15, Initial Damage 1d4 Dex, Secondary Damage 1d4 Str and 1d4 Con. The DC is determined by the razorr's Constitution Score.
Spider Climb (Su): A razorr acts as if under a permenant spider climb spell. This ability is not magical, therefor it cannot be detected or dispelled.
Supernatural Jump (Su): A razorr can jump from a stopped position as if it had a running start. A razorr can also jump from and onto a verticle surface. Grabbing on requires no check.
Summon Tanar'ri (Su): Once per day, a razorr can attempt to summon another razorr, or 2d4 dretches with a 35% chance of sucsess. This is the equivalent of a 3rd level spell.
Skills: Razorrs recieve a +10 racial bonus on Jump checks.

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