Ratfiend (CR 5)

Medium Outsider (Chaotic and Evil)
Alignment: Aways chaotic evil
Initiative: +2 (Dex); Senses: Listen +5 and Spot +5


AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 7d8+14 (45 hp)
Fort +1, Ref +5, Will -2
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +11
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 2d12, paralysis
Special Attacks/Actions: Paralysis, command rats
Abilities: Str 10, Dex 15, Con 15, Int 2, Wis 10, Cha 1
Special Qualities: Immune to sleep, cold resistance 10
Feats: Improved Initiative; Stealthy
Skills: Hide +13, Listen +5, Move Silently +13, and Spot +5
Advancement: -
Climate/Terrain: Infinite layers of the Abyss
Organization: Solitary, or Solitary with 2-12 normal or 1-6 giant rats
Treasure/Possessions: Standard

Source: Converted

Although they are vulnerable to other attacks, rat-fiends are completely immune to sleep spells and cold-based enchantments such as cone of cold, ice storm and the like. In addition rat-fiends never roll for surprise.

Apparently created from magically-mutated or particularly ferocious rodent-like creatures of the Abyss, rat-fiends retain a connection to the rats of the Prime Material Plane. A rat-fiend can command 2-12 normal or 1-6 giant rats to do its bidding, but only in areas where rats are normally found; in other areas, a rat-fiend is on its own.

Rat-fiends are highly vulnerable while returning to their home plane, for they must remain stationary for 3-12 turns and not be disturbed. For this reason they usually arrive on or leave the Prime Material Plane at an isolated area where they will not be disturbed.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).