# 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.