Abyssal Ravager (CR 5)

Large Outsider (Chaotic and Evil)
Alignment: Always chaotic evil
Initiative: +4 (Dex); Senses: scent, Listen +7, and Spot +7


AC: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Hit Dice: 3d8+9 (22 hp)
Fort +6, Ref +7, Will +4
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +10
Attack: Sting +6 melee
Full Attack: Sting +6 melee
Damage: Sting 1d4+4 plus poison
Special Attacks/Actions: Poison
Abilities: Str 17, Dex 19, Con 17, Int 6, Wis 12, Cha 8
Special Qualities: Acid resistance 10, cold resistance 10, immunity to poison, outsider traits
Feats: Track; Weapon Focus (sting)
Skills: Jump +8, Listen +7, Move Silently +10, Sense Motive +7, Spot +7, and Survival +7
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-5)
Treasure/Possessions: None

Source: Monster Manual II

Poison (Ex): An abyssal ravager delivers its poison (Fortitude save DC 14) with each successful sting attack. The initial and secondary damage is the same (2d6 points of Strength damage).

Scent (Ex): An abyssal ravager 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.

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).