Glasya (Princess of Hell) (CR 15)

Large Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +29, and Spot +28
Languages: Telepathy 100 ft.


AC: 34 (-1 size, +3 Dex, +22 natural), touch 12, flat-footed 31
Hit Dice: 23d8+184 (287 hp); DR: 25/magic
Fort +21, Ref +16, Will +22
Speed: 40 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +23; Grapple +23
Attack: +3 short sword of venom +32 melee
Full Attack: +3 short sword of venom +32 melee
Damage: +3 short sword of venom 1d6+9 and poison
Special Attacks/Actions: Spell-like abilities, psionics, fear, summon devils
Abilities: Str 23, Dex 17, Con 27, Int 26, Wis 28, Cha 32
Special Qualities: SR 27, devil qualities, regeneration 15
Feats: Ability Focus (fear); Blind-fight; Combat Casting; Dodge; Empower Spell; Improved Initiative; Maximize Spell; Mobility; Weapon Focus (shortsword)
Skills: Bluff +36, Climb +20, Concentration +31, Diplomacy +37, Disguise +34, Gather Information +35, Intimidate +28, Knowledge (arcana) +31, Listen +29, Move Silently +26, Sense Motive +25, Spellcraft +35, and Spot +28
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1 pit fiend, 2-5 cornugons, and 2-5 barbazu)
Treasure/Possessions: Standard plus +3 short sword of venom

Source: Converted

Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and unhallow; 1/day -- finger of death, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + spell level).

Psionics (Sp): At will -- astral projection, charm monster, detect evil, detect law, dispel good, and levitate. These abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + spell level).

Fear (Su): By speaking, 30-foot radius, Will save (DC 32) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful that creature cannot be affected again by Glasya's fear aura for one day.

Summon Devils (Sp): Three times per day Glasya can automatically summon three lemures, osyluths, or barbazu, or two erinyes, hamatulas, or cornugons, or one pit fiend.

Regeneration (Ex): Glasya takes normal damage from holy and blessed weapons of at least +3 enchantment.

Short Sword of Venom: Functions as a dagger of venom.

Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.

See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Glasya can communicate telepathically with any creature within 100 feet that has a language.

Glasya first appeared in Dragon #75 (Gary Gygax, 1983).

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).

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful 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 lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).