# Demon, Klurichir >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <div class="grid-container"><div class="MON">Klurichir</div> <div class="CR">CR 25 (1,638,400 XP)</div> <div class="SOU">Fiend Folio pg. 48</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Huge Outsider (chaotic, demon, evil) **Init** +2 **Senses** darkvision 60 ft., _see invisibility_; **Perception** +26 **Aura** fear (30 ft., DC 26 Will, 20 rounds) #### defense **AC** 34, 10 touch, 32 flat-footed (+2 Dex, +24 natural, -2 size) **hp** 230 (20d10+120) **Fort** +18, **Refl** +8, **Will** +15 **Feint** 36, **Demoralize** 33 **DR** 20/cold iron and good; **SR** 36 **Immune** electricity, poison; **Resist** acid 20, fire 20 #### offense **Speed** 50 ft., fly 90 ft. (poor) **Melee** +3 greataxe +27/+22/+17/+12 (4d6+16/19-20/x3), +3 greataxe +27/+22 (4d6+16/19-20/x3), 2 pincers +25 (2d6+9 plus grab and worry); or 4 slams +27 (1d10+9), 2 pincers +27 (2d6+9 plus grab and worry). **Ranged** spines +20 (2d4+4 plus poison) **Space** 15 ft., **Reach** 15 ft. (5 ft. with pincers) **Special Attacks** rend (2 pincers, 2d6+13), vorpal pincers, worry (2d6+9) **Spell-Like Abilities** (CL 20th, Concentration +26) > **At will**— _blasphemy_, _deeper darkness_, _desecrate_, _detect good_, _detect law_, _dispel good_, _fear_, _greater dispel magic_, _magic circle against good_, _mass charm monster_, _mass suggestion_, _pyrotechnics_, _read magic_, _symbol_ (any), _telekinesis_, _greater teleport_ (self plus 50 lbs. of objects only), _tongues_, _unhallow_, _unholy aura_, _unholy blight_, _wall of fire_ > **3/day**— _destruction_, _enervation_, _fire storm_, _implosion_, _slay living_ > **1/day**— _summon_ (level 9, CR 22 of demons or 2 balors, 100%) **Sorcerer Spells Known** (CL 10th, Concentration +16) > **0 (at Will)**— _arcane mark_, _daze_, _disrupt undead_, _flare_, _mage hand_, _open/close_, _prestidigitation_, _ray of frost_, _resistance_ > **1st (8/day)**— _mage armor_, _magic missile_, _shield_, _shocking grasp_, _sleep_ > **2nd (8/day)**— _acid arrow_, _bear's endurance_, _flaming sphere_, _protection from arrows_ > **3rd (7/day)**— _fireball_, _haste_, _protection from energy_ > **4th (6/day)**— _ice storm_, _stoneskin_ > **5th (4/day)**— _dismissal_ #### statistics **Str** 29, **Dex** 15, **Con** 22, **Int** 20, **Wis** 16, **Cha** 23 **BAB** +20, **CMB** +25, **CMD** 37, **TA** +27, **RTA** +20 **Feats** [[Cleave]], [[Greater Grapple]], [[Greater Two-Weapon Fighting]], [[Improved Critical]] (greataxe), [[Improved Critical]] (pincers), [[Improved Grapple]], [[Multiattack]], [[Power Attack]], [[Two-Weapon Fighting]], [[Weapon Focus]] (greataxe) **Skills** Bluff +29, Diplomacy +26, Disguise +26, Fly +17, Intimidate +37, Knowledge (local) +28, Knowledge (nobility) +28, Perception +26, Sense Motive +34, Stealth +25, Survival +26 **Racial Bonus** +8 Intimidate, +8 Sense Motive, +4 Stealth **Languages** Abyssal, Common, Celestial, Draconic, Ignan, Undercommon; telepathy 100 ft. **SQ** effortless grapple #### special abilities ### Effortless Grapple (Ex) A klurichir does not gain the grappled condition while grappling with its pincers. ### Fear Aura (Su) As a free action, a klurichir can produce an aura of fear. This ability functions like a _fear_ spell, 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 24 hours. ### Poison (Ex) Spines—Injury; save Fort DC 26; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The DC save is Constitution-based. ### Vorpal Pincers (Su) A klurichir who rolls a natural 20 with its pincer attack, and successfully confirms a critical hit, decapitates the victim as if with a vorpal weapon. Additionally, klurichir who rolls a natural 20 to establish or maintain a grapple make a special grapple check to "confirm" the critical hit, and if successful, the victim is likewise decapitated. ### Worry (Ex) When a klurichir succeeds on a grabble check with its bite attack, it deals automatic slashing damage. #### ecology **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) **Advancement** 21–30 HD (Huge); 31–60 HD(Gargantuan) It takes something truly horrifying to frighten the greater demons of the Abyss. If balors do have nightmares, they can probably be attributed to the klurichirs. Some demons say these creatures serve as generals under the greatest Abyssal lords. Whether that is true or not, the sight of a klurichir sends most demons scurrying for cover. A klurichir stands 30 feet tall. Its broadly muscled body is covered in skin of the blackened color normally associated with a corpse that dies due to extreme cold. Monstrous, red batlike wings flare from its back, and its four arms constantly twitch and flex as if seeking fresh prey to crush and destroy. Its face resembles a cross between a mule and a snarling orc, and spines cover its face, neck, and upper shoulders. The creature’s most hideous feature is located in the middle of its abdomen: a large, gaping mouth filled with a slobbering tongue and rows of blunt, powerful, grinding teeth. Just above this obscene maw sits a pair of massive, sharp pincers the size of large scythe blades. At rest, the pincers slowly open and close, while the mouth rests partially open, a slow trickle of drool leaking from its slack lips. In battle, the pincers twitch and snap in time with the klurichir’s movements, while the drooling mouth in the creature’s abdomen slavers, smacks, and occasionally howls. Klurichirs usually only appear when an Abyssal lord has developed a personal interest in some task and wants to ensure its completion. Totally secure in their power, klurichirs do not hesitate to boss weaker demons around—even balors that moved too slowly have been known to experience the bite of a klurichir’s axe. Klurichirs are brilliant tacticians. They prefer to let the demons accompanying them enter melee while they remain at the rear casting defensive spells and using their more powerful spell-like abilities. If pressed into melee, they wade into combat with their magic battleaxes, occasionally launching a volley of spines. If one manages to grab a foe in its lower, non-axe-wielding hands, it holds the victim close to its chest, so its vorpal pincers can hack at the victim’s head. If a klurichir succeeds in lopping the head from an opponent with its pincers, it stuffs the head and body into the grinding mouth below without missing a beat in the flow of battle.