Grymethar
GRYMETHAR.jpg

Terrible race of Demonic beast-men from the lower planes of the Abyss. These demons have occasionally been summoned by both Alokkair and Sorimmar to do their evil work. The Grymethar have leathery green and brown spotted skin with the pattern of a serpent, black bat-like wings, and a long red tail with a deadly stinger at the end. Their eyes glow a bright gold and can transfix any mortal man with their gaze, so that he is paralyzed. The beast-men stand about seven feet tall, and it is said their faces are so hideous that they wear bronze masks over their faces, in shame. The Grymethar carry a long whip in one claw like hand, and an electrically charged fork in the other. They are truly terrifying to behold, and can only be summoned from the underworld by a powerful sorcerer or by the reading of one of the Forbidden Scrolls.

ROLE-PLAYING STATS


Size/Type Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 20d10 +200 (290hps)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +20/+36
Attack: +1 shocking burst trident +33 melee (1d8+13/19-20 + 1d6 shocking +1d10 on crits) or sting +20 melee (1d10)
Full Attack: +1 shocking burst trident +31/+26/+21/+16 melee (2d6+13/19-20 + 1d6 shocking +1d10 on crits) and +1 flaming whip +30/+25 melee (1d4+6 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+12) and sting +20 melee (1d10)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Entangle, fear gaze, poison, spell-like abilities, summon demon, shocking burst trident
Special Qualities: Damage Reduction 15/silver and good, darkvision 60 ft., immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing.
Saves: Fort +22, Ref +19, Will: +19
Abilities: Str 35, Dex 25, Con 31, Int 24, Wis 24, Chr 26
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (trident)
Environment: Any chaotic evil-aligned plane
Organization: Solitary; or gang (3-6)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items, plus +1 large shocking burst trident and +1 large flaming whip
Alignment Always chaotic evil
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: -

APPEARANCE


The grymethar have leathery green and brown spotted skin with the pattern of a serpent, black bat-like wings, and a long red tail with a deadly stinger at the end. Their eyes glow a bright gold. They stand about seven feet tall, and it is said their faces are so hideous that they wear bronze masks over their faces, in shame.

The grymethar carry a long whip in one claw like hand, and an electrically charged fork in the other.

COMBAT


Grymethars love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.

A grymethar’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A grymethar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Entangle (Ex)
A grymethar ’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the grymethar immediately make opposed Strength checks; if the grymethar wins, it drags the target against its flaming body (see below). The target remains anchored against the grymethar ’s body until it escapes the whip.

** Spell-Like Abilities**
At will— blasphemy (DC 25), /dominate monster// (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day— fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.

Shocking Burst Trident (Su)
Every grymethar carries a +1 shocking burst trident that looks like an electrified fork.

Summon Demon (Sp)
Once per day a grymethar can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or grymethar . This ability is the equivalent of a 9th-level spell.

True Seeing (Su)
Grymethars have a continuous true seeing ability, as the spell (caster level 20th).

Skills
Grymethars have a +8 racial bonus on Listen and Spot checks.

Fear Gaze (Su)
Viewing the grymethar’s face inspires terror. Creatures that meet the grymethar’s gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster. The DC is Charisma-based.

Poison (Ex)
A grymethar delivers its poison (Fortitude save DC 17) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage.