# Reth Dekala
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >halberd: 1d10 (×3)
> >gore: 1d6 (×2)
> >bracerMelee/Ranged: +9/+7
> >Secondary: +4/+2
> >Multiattack: +7/+5
> >M/R_PA: +9/+7
> >2nd/PA: +4/+2
> >MA_PA: +7/+5
> >Itterative: 1
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2
> > xDCs:: Str: 16; Dex: 14; Con: 15; Int: 12; Wis: 14; Cha: 14
> > xFeat:: 2/3 (1)
> > xClasSkil:: Acrobatics, Intimidate, Knowledge (religion), Perception, Sense Motive, Spellcraft
> > SaveDiff:: +/- 3
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Reth Dekala</div>
<div class="CR">CR 99 (225,179,981,368,525,000 XP)</div>
<div class="SOU">Tome of Battle</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Medium Outsider (evil, lawful)
**Init** +2
**Senses** darkvision 60 ft.; **Perception** +10
#### defense
**AC** 19, 12 touch, 17 flat-footed (+5 armor, +2 Dex, +2 natural)
**hp** 40 (5d10+15)
**Fort** +4, **Refl** +6, **Will** +6
**Feint** 20, **Demoralize** 17
**Defensive Abilities** fortification (50%)
**Resist** acid 15, fire 15
#### offense
**Speed** 30 ft.
**Melee** mwk halberd +10 (1d10+4/x3), gore +4(1d8+2) or claw bracer +9 (1d6+4)
**Ranged** vilefire blast +7 (1d8 acidfire plus sicken)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** air walk, fortification, vilefire aura, vilefire blast
#### statistics
**Str** 18, **Dex** 15, **Con** 16, **Int** 11, **Wis** 14, **Cha** 15
**BAB** +5, **CMB** +9, **CMD** 21, **TA** +9, **RTA** +7
**Feats** [[Combat Reflexes]], [[Weapon Focus]] (halberd)
**Skills** Acrobatics +7, Intimidate +7, Knowledge (religion) +5, Perception +10, Sense Motive +10, Spellcraft +5
**Languages**
#### special abilities
### Air Walk (Ex)
A reth dekala can move through the air as if affected by an air walk spell.
### Fortification (Ex)
Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack. Martial Maneuvers: A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter.
### Vilefire Aura (Su)
The corrupt fire that comprises a reth dekala's body burns and sickens those who close with it. Each round at the beginning of the reth dekala's turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A DC 15 Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
### Vilefire Blast (Su)
A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals ld8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save (DC 15) or become sickened for 1 round. The save DC is Constitution-based.