# Demon, Kerzit the Guardian
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d8 (×2)
> >tentacles: 1d6 (×2)
> >sawing armsMelee/Ranged: +37/+26
> >Secondary: +32/+21
> >Multiattack: +35/+24
> >M/R_PA: +30/+19
> >2nd/PA: +25/+14
> >MA_PA: +28/+17
> >Itterative: 4
> > xDmg:: Str: +14; Str2: +21; StrOH: +7; StrPA: +28; StrPA2H: +42; StrPAOH: +14
> > xDCs:: Str: 36; Dex: 25; Con: 31; Int: 24; Wis: 28; Cha: 29
> > xFeat:: 9/12 (3)
> > xClasSkil:: Acrobatics, Climb, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (planes), Perception, Spellcraft
> > SaveDiff:: +/- 6
> > xLang:: 0/2 (2)
<div class="grid-container"><div class="MON">Kerzit the Guardian</div>
<div class="CR">CR 18 (153,600 XP)</div>
<div class="SOU">Dungeon #112</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Large Outsider (chaotic, demon, evil)
**Init** +3
**Senses** darkvision 120 ft., see invisibility; **Perception** +33
#### defense
**AC** 36, 12 touch, 33 flat-footed (+3 Dex, +24 natural, -1 size)
**hp** 336 (24d10+216)
**Fort** +17, **Refl** +17, **Will** +22
**Feint** 40, **Demoralize** 40
**DR** 15/cold iron and good; **SR** 29
**Immune** electricity, fire, poison, spells; **Resist** acid 10, cold 10
#### offense
**Speed** 30 ft.
**Melee** bite +37 (1d8+14/19-20 plus poison), 2 tentacles +35 (1d8+7), 2 sawing arms +35 (1d8+7 plus abyssal wound)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** abyssal wound, partial magic immunity, poison
**Spell-Like Abilities** (CL 17th; Concentration +24)
#### statistics
**Str** 38, **Dex** 16, **Con** 28, **Int** 14, **Wis** 22, **Cha** 24
**BAB** +24, **CMB** +32, **CMD** 45, **TA** +37, **RTA** +26
**Feats** [[Awesome Blow]], [[Blind-fight]], [[Cleave]], [[Improved Bull Rush]], [[Improved Critical]] (bite), [[Iron Will]], [[Multiattack]], [[Power Attack]], [[Quicken Spell-Like Ability (unholy blight)
**Skills** Acrobatics +27, Climb +38, Intimidate +31, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (planes) +29, Perception +33, Spellcraft +26
**Languages**
#### special abilities
### Abyssal Wound (Su)
The damage Kerzit deals with his sawing arms causes persistent wounds. An injured creature loses 4 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 25 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure or heal spell on a creature damaged by Kerzit's sawing arms must succeed on a DC 31 level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss, but does not restore any hit points already lost. The check DC is Constitution-based.
### Partial Magic Immunity (Ex)
Kerzit is is immune to arcane spells or spell-like abilities of 3rd level or lower that allow spell resistance. He is also immune to divine spells or spell-like abilities of 1st level or lower that allow spell resistance.
### Poison (Ex)
Injury; save Fort DC 31; frequency 1/round for 6 rounds; effect 1d6 Constitution drain; cure 2 consecutive saves. The DC save is Constitution-based.