Demon, Zovvut (Tanar'ri)
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 10d8+20 (65 hp)
Speed: 30 ft., fly 50 ft. (average)
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Attacks: 2 claws +13 melee
Damage: Claw 1d12+3
Face/Reach: 5 ft./5 ft.
Special Attacks: Draining gaze, spell-like abilities
Special Qualities: Create spawn, DR 10/ good,outsider traits, SR 20
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 17, Dex 13, Con 15, Int 14, Wis 16, Cha 14
Skills: Bluff +15, Concentration +15, Diplomacy +12, Hide +14, Intimidate +11, Listen +18, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +15, Spot +18
Feats: Alertness, Dodge, Mobility,Spring Attack
Climate/Terrain: Any land and underground
Organization: Solitary or squad (1 plus 2-4 wights)
Challenge Rating: 9
Alignment: Always chaotic evil
Advancement: 11-16 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.
Zovvuts are the spawn of some terrible demon prince. The first of them were created during horrible blood rites centuries ago. Rumours link zovvuts to that master of demons and necromancy known as Orcus, though the secret of the creatures’ creation has become widely known among the lords of the Abyss. Now zovvuts can be found in many regions of the Abyss as well as on the Material Plane, doing the bidding of anyone powerful enough to intimidate them into obedience.
Zovvuts are often used by demonic agents in conjunction with more combative demons—the latter keep enemies at bay while the zovvuts’ gaze attacks annihilate them. Zovvuts resent any creature with the power to command them and, like any demons, they constantly seek to undermine and betray authority.
A zovvut is a muscular, pale-skinned, hairless creature of humanoid shape. Its arms end in sharp, barbed claws that are well designed for rending flesh. Foul, feathered wings stretch upward from the zovvut’s shoulders. A third eye is set into the centre of its forehead.
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.
Zovvuts are not afraid of combat. Though weaker than many other demons in terms of combat ability, they rely on their gaze attack to bring their foes to submission.
Draining Gaze (Su): Any living creature within 30 feet of a zovvut that meets its glowing red eyes must succeed at a Will saving throw (DC 17) or gain one negative level. For each negative level bestowed, the zovvut heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 17) to remove it. Failure means the opponent’s level (or HD) is reduced by one.
Spell-Like Abilities: At will—clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 pounds of objects only). Caster level 12th; save DC 12 + spell level.
Create Spawn (Su): Any humanoid slain by the zovvut’s gaze attack (negative levels equal to current Hit Dice, or drained below 1st level) becomes a wight in 1d4 rounds. This creature is under the command of the zovvut that killed it, and it remains enslaved until either it or the zovvut dies. A spawn does not possess any of the abilities it had in life.