Jarilith (CR 13)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +9 (Dex); Senses: scent, Listen +7, and Spot +14
Languages: Telepathy 100 ft.
AC: 32 (-1 size, +9 Dex, +14 natural), touch 18, flat-footed 23
Hit Dice: 10d8+80 (125 hp); DR: 15/good
Fort +15, Ref +16, Will +8
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +10; Grapple +26
Attack: Claw +22 melee
Full Attack: 2 claws +22 melee and bite +19 melee
Damage: Claw 2d6+12/18-20/x3, bite 2d8+6/18-20/x3
Special Attacks/Actions: Frightful presence, improved grab, pounce, rake 2d6+6/18-20, spell-like abilities
Abilities: Str 35, Dex 29, Con 27, Int 8, Wis 12, Cha 14
Special Qualities: Augmented critical, outsider traits, SR 25, summon Tanar'ri, Tanar'ri traits
Feats: Improved Bull Rush; Multiattack; Power Attack; Weapon Focus (claw)
Skills: Balance +19, Climb +19, Concentration +21, Hide +22, Jump +31 (includes speed), Listen +7, Move Silently +26, Search +5, and Spot +14
Advancement: 11-23 HD (Large); 24-30 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pride (6-10)
Treasure/Possessions: Standard
Source: Monster Manual II
Frightful Presence (Ex): When a jarilith charges or attacks, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 17) or become shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that jarilith's frightful presence for 24 hours.
Improved Grab (Ex): If a jarilith hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it can attempt to rake in the same round. Thereafter, the jarilith has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the jarilith is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt.
Pounce (Ex): If a jarilith charges, it can make a full attack (including a rake attempt, see below) even though it has moved.
Rake (Ex): On any round that a jarilith has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+21 melee) with its hind legs for 2d6+6 points of damage each. The jarilith can also attempt to rake when it pounces on an opponent.
Spell-Like Abilities: At will - clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom. Caster level 12th; save DC 12 + spell level.
Augmented Critical (Ex): A jarilith threatens a critical hit on a natural attack roll of 18-20. On a successful critical hit with a bite, claw, or rake attack, it deals triple damage.
Scent (Ex): A jarilith can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Outsider Traits: A demon has darkvision (60-foot range). It cannot be raised or resurrected.
Tanar'ri Traits: Tanar'ri can communicate telepathic with any creature within 100 feet that has a language. Except as noted in the specific descriptions, a tanar'ri is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.
Summon Tanar'ri (Sp): Once per day, a jarilith can attempt to summon another jarilith with a 35% chance of success. Summoned tanar'ri automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour. Most tanar'ri do not use their summon ability lightly, since it leaves them beholden to the summoned creatures. In general, they use it only when necessary to save their own lives.
Skills: A jarilith receives a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, its Hide bonus improves to +12.