Demon, Kelvezu (Tanar'ri)
Medium-Size Outsider (Chaotic, Evil, Tanar’ri)
Hit Dice: 12d8+36 (90 hp)
Initiative: 14
Speed: 30 ft., fly 60 ft. (good)
AC: 35 (+10 Dex, +15 natural), touch 20, flat-footed 35
Attacks: +1 scimitar of greater wounding +16/+11/+6melee and +1 dagger of wounding +16/+11 melee
Damage: +1 scimitar of greater wounding 1d6+6/18-20 plus poison, +1 dagger of wounding 1d4+3/19-20 plus poison
Face/Reach: 5 ft. /5 ft.
Special Attacks: Poison, sneak attack +8d6, spell-like abilities
Special Qualities: DR 15/cold iron or good, enhanced detection, evasion, outsider traits, SR 26, summon tanar’ri, uncanny dodge Saves: Fort +11, Ref +18, Will +11
Abilities: Str 21, Dex 31, Con 16, Int 17, Wis 16, Cha 16
Skills: Bluff +18, Concentration +18, Diplomacy +11, Hide +33, Intimidate +12, Knowledge (the planes) +18, Listen +18, Move Silently +33, Search +18, Sense Motive +18, Sleight of Hand +16, Spellcraft +18, Spot +18
Feats: Greater Two-Weapon Fighting, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Improved Uncanny Dodge, Two-Weapon Fighting
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 18
Treasure: Standard coins; standard items, plus +1 scimitar of greater wounding and +1 dagger of wounding
Alignment: Always chaotic evil
Advancement: 13-24 HD (Medium-size)
Level Adjustment: —
In the countless, nearly infinite realms of the Abyss, demons grow numerous and varied. Though all embrace the path of evil, the tanar’ri stand as the supreme villains within the Abyssal hierarchy of iniquity. These creatures are constantly in conflict with every force of good in the universe, as well as with the lawful evil devils and baatezu of the Nine Hells.
The abyssal maw, abyssal skulker, and abyssal ravager are vicious but servile demons that can be found in the service of more powerful demons, or of evil mortals who treat with such beings. All three creatures speak Abyssal and Common, though abyssal maws and abyssal ravagers speak none too clearly, thanks to their low Intelligence scores and toothy maws.
The jovoc, palrethee, jarilith, and kelvezu appear wherever their demonic masters see fit to make use of them, be it the hidden reaches of their personal domains or out among mortals on the Material Plane. The zovvut, though not a tanar’ri itself, serves under and alongside those creatures.
All five of these demons speak Abyssal, Celestial, and Draconic.
Mariliths act as generals in tanar’ri armies, and balors are the mighty aristocrats of the Abyssal hierarchy. Both find the services of kelvezus—the infiltrators and assassins of the demonic realm—quite useful. Kelvezus rarely lead troops; instead, they surgically remove specific opponents (such as devils, competing demons, or obstinate mortals) in accordance with the orders of more powerful demons.
The kelvezu is remarkable among the higher ranks of demonkind because of its size — it stands barely 5 feet tall. Because of its size and its humanoid shape, it can be mistaken for a human if it uses a touch of disguise to hide its rosy red skin.
COMBAT
Demons are ferocity personified. They are willing to attack any creatures—even other demons—just for the sheer fun of it. Demons enjoy terrifying their victims before slaying them, and they often devour the slain. Many demons can create darkness, so they frequently blanket their enemies with it before joining battle.
Kelvezus strike from stealth, relying not only on their invisibility, but also on their gift for hiding and sneaking. Like their mortal counterparts, these assassins try to dispatch their targets quickly. If they cannot, they retreat and strike again when conditions are favourable. Every kelvezu carries a +1 scimitar of greater wounding (see below) that resembles a serpent’s tail and a +1 dagger of wounding that resembles a serpent’s tooth.
Poison (Ex): A kelvezu continually coats its weapons with an injury poison (Fortitude save DC 19) produced from its fingertips. The initial and secondary damage is the same (1d6 points of Constitution damage). Kelvezu poison is highly perishable, becoming inert 1 minute after the creature stops applying it.
Sneak Attack (Ex): Any time the kelvezu’s target is denied a Dexterity bonus, or when it is flanked by the kelvezu, the latter deals an additional +8d6 points of damage on a successful melee attack.
Spell-Like Abilities: At will—deeper darkness, desecrate, detect good, detect law, greater dispelling, improved invisibility(self only), read magic, suggestion, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow. Caster level 18th; save DC 13 + spell level.
Enhanced Detection (Su): In addition to its regular senses, a kelvezu perceives foes through detect magic and see invisibility effects (caster level 18th) that are always active.
Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, a kelvezu takes no damage on a successful saving throw.
Summon Tanar’ri (Sp): Once per day, a kelvezu can attempt to summon another kelvezu with a 25% chance of success.
Uncanny Dodge (Ex): A kelvezu retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked.
Skills: A kelvezu receives a +8 racial bonus on Hide and Move Silently checks.
New Melee Weapon Special Ability
Greater Wounding: A greater wounding weapon deals 2 points of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Strong evocation; CL 15th; Craft Magic Arms and Armor, Mordenkainen’s sword; Price +4 bonus.