# Demon, Klurichir
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >hugeMelee/Ranged: +27/+20
> >Secondary: +22/+15
> >Multiattack: +25/+18
> >M/R_PA: +21/+14
> >2nd/PA: +16/+9
> >MA_PA: +19/+12
> >Itterative: 4
> > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +21; StrPA2H: +31; StrPAOH: +10
> > xDCs:: Str: 29; Dex: 22; Con: 26; Int: 25; Wis: 23; Cha: 26
> > xFeat:: 7/10 (3)
> > xClasSkil:: Bluff, Diplomacy, Disguise, Fly, Intimidate, Knowledge (local), Knowledge (nobility), Perception, Sense Motive, Stealth, Survival
> > SaveDiff:: +/- 6
> > xLang:: 0/5 (5)
<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** see invisibility; **Perception** +26
**Aura** fear (DC 26 Will, 30 ft., 20 rounds)
#### defense
**AC** 34, 10 touch, 32 flat-footed (+2 Dex, +24 natural, -2 size)
**hp** 220 (20d10+120)
**Fort** +12, **Refl** +14, **Will** +15
**Feint** 36, **Demoralize** 33
**DR** 20/good and iron; **SR** 36
**Immune** electricity, poison; **Resist** acid 20, fire 20
#### offense
**Speed** 50 ft., fly 90 ft. (poor)
**Melee** huge +3 battleaxe +30/+25/+20/+15 (2d8+12/19-20/x3), 2 pincers +25 (2d6+4 plus grab)
**Ranged** spines +20 (2d4+4 plus poison)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** effortless grapple, fear aura, vorpal pincers
#### 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]], [[Great Cleave]], [[Improved Critical]] (battleaxe), [[Improved Critical]] (vorpal pincers), [[Multiattack]], [[Multiweapon Fighting]], [[Power Attack]]
**Skills** Bluff +29, Diplomacy +26, Disguise +26, Fly +17, Intimidate +26, Knowledge (local) +25, Knowledge (nobility) +25, Perception +26, Sense Motive +26, Stealth +21, Survival +23
**Languages**
#### special abilities
### Effortless Grapple (Ex)
A klurichir, while grappling with its pincers, does not gain the grappled condition.
### Fear Aura (Su)
As a free action, a klurichir can produce a fear effect. This ability functions like a fear spell (caster level 20th; save DC 24), 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 when maintaining a grapple with its pincers has a chance to decapitate its opponent. When a natural 20 is rolled, the klurichir immediately makes a grapple check to "confirm" as if it were a critical hit. If the grapple confirmation succeeds, then the grappled creature's head is removed, as if by a vorpal weapon.
#### ecology
**Terrain** Any land andunderground(Abyss)
**Organization** Solitary, group(2–3), or troupe(1 klurichir plus 2 balors,2–3 mariliths, and 3–5nalfeshnees)
**Advancement** 21–30 HD (Huge); 31–60 HD(Gargantuan)
It takes something truly horrifying to frighten the greaterdemons of the Abyss. If balors do have nightmares, they canprobably be attributed to the klurichirs. Some demons saythese creatures serve as generals under the greatest Abyssallords. Whether that is true or not, the sight of a klurichirsends most demons scurrying for cover.A klurichir stands 30 feet tall. Its broadly muscled bodyis covered in skin of the blackened color normally associ-ated with a corpse that dies due to extreme cold. Mon-strous, red batlike wings flare from its back, and its fourarms constantly twitch and flex as if seeking fresh prey tocrush and destroy. Its face resembles a cross between amule and a snarling orc, and spines cover its face, neck,and upper shoulders.The creature’s most hideous feature is located in themiddle of its abdomen: a large, gaping mouth filled witha slobbering tongue and rows of blunt, powerful, grind-ing teeth. Just above this obscene maw sits a pair of mas-sive, sharp pincers the size of large scythe blades. At rest,the pincers slowly open and close, while the mouth restspartially open, a slow trickle of drool leaking from itsslack lips. In battle, the pincers twitch and snap in time with the klurichir’s movements, while the drool-ing mouth in the creature’s abdomen slavers, smacks,and occasionally howls.Klurichirs usually only appear when an Abyssallord has developed a personal interest in some taskand wants to ensure its completion. Totally secure intheir power, klurichirs do not hesitate to boss weakerdemons around—even balors that moved too slowly havebeen known to experience the bite of a klurichir’s axe.Klurichir speak Abyssal, Common, Celestial, Draconic,Ignan, and Undercommon.