XP 6,400
CN Large outsider (chaotic, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 85 (9d10+36); fast healing 5
Fort +10, Ref +9, Will +5
Immune one energy type (random; see Table: Energy Immunity); Resist all other energy types 5
OFFENSE
Speed 30 ft.
Melee bite +14 (2d8+6/19-20 plus pandemoniac corruption), 2 secondary attacks +12 (1d6+3 plus pandemoniac corruption)
Space 10 ft.; Reach 10 ft.
Special Attacks pandemoniac corruption, summon
ei’risai
Spell-Like Abilities (CL 10th)
At will— blindness/deafness (DC 14), detect law, detect magic, fireball
(DC 15; special note: the element created by this spell may not be
fire; the ball is actually composed of the form of energy to which the
specific ei’risai is immune), identify, magic circle against law,
polymorph (self only), true seeing
3/day—animate objects, dispel law
(DC 17), teleport
1/day—prismatic spray (DC 19).
Tactics Greater ei’risai often open with their spell-like abilities, attempting
to weaken foes from a distance, or trick them into closing. After
several rounds of such behavior, however, the ei’risai often loses
patience with such tactics and moves to melee.
STATISTICS
Str 23, Dex 16, Con 19, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 29
Feats Combat Reflexes, Improved Critical (bite), Iron Will, Multiattack, Power Attack
Skills Acrobatics +15, Climb +18, Escape Artist +15, Knowledge (the
planes) +12, Perception +12,
Stealth +11
Languages Ei’risai, Common
SPECIAL ABILITIES
Pandemoniac
Corruption (Ex)
The Pandemoniac corruption of a greater ei’risai can be resisted with a
DC 20 Fortitude save. The save DC is Constitution-based and includes a +2
racial bonus.
Summon Ei’risai
(Sp)
Twice per day a greater ei’risai can attempt to summon another greater
ei’risai with a 40% chance of success. This ability is the equivalent of
a 5th-level spell.