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Large Outsider (Daemon, Evil)
HD: 10d8+30 (75 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural) touch 10, flat-footed 17
Base Attack/Grapple: +10/+19
Attack: claw +15 melee (1d6+5 plus poison), or dagger +14 melee (1d6+7/19-20 plus poison)
Full Attack: 2 claws +15 melee (1d6+5 plus poison), or dagger +14/+9 melee (1d6+7/19-20 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Call outsider debt, poison (1 Str/1 Str, DC 18), spell-like abilities, truename trigger
Special Qualities: Acid resistance 5, cold resistance 5, darkvision, DR 10/magic, electricity resistance 5, fire resistance 5, outsider traits, poison resistance (+4), telepathy 100 ft.
Saves: Fort +10, Ref +8, Will +11
Abilities: Str 20, Dex 13, Con 16, Int 20, Wis 14, Cha 14
Skills: Bluff +12, Decipher Script +15, Diplomacy +16, Gather Information +12, Intimidate +18, Knowledge (any two) +15, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (the planes) +18, Listen +12, Move Silently +7, Search +15, Sense Motive +18, Sleight of Hand +3, Spellcraft +17, Spot +12, Use Magic Device +12
Feats: Improved Initiative, Iron Will, Negotiator, Weapon Focus (claw)
Environment: Any evil outer plane
Organization: Solitary or cabal (2-5)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: --

Illustration by Scott Purdy, used with permission. A larger version is available at Scott's website.

This creature is the size of an ogre, with gray-brown skin, glowing eyes, fangs, a long white beard, and clawed fingers. It wears a simple red robe of a silk-like material that looks heavy but doesn't hide that it's body is bulky and muscular. There is a sense of evil about it, but not malice.
   Among the daemons there are some who research and investigate their many enemies, using their magic to find secrets and arcane leverage they can use to advance the goals of the daemonic race. The most dedicated and specialized of these are the kerexoloths, hulking fiends that look capable of tearing an enemy apart limb by limb but preferring more subtle methods. Dressing in sweeping robes like archaic wizards, the kerexoloths (sometimes called kerexodaemons) are polite and patient despite their nature and racial goals, often interacting with mortals and trading information about creatures of interest. Though capable of defending themselves with physical violence and a few key magical abilities, they prefer to call in favors from other creatures to fight on their behalf, or escape from battle entirely; those who threaten them usually end up the target of fiendish ambush squads who know a lot about the attacker's abilities and tactics.
   Kerexoloths may operate alone but they sometimes collaborate to trade information or on an especially difficult project. Because of their interest in acquiring information, they can be called with lesser planar ally and lesser planar binding for the purpose of trading information (rather than combat), even though their hit dice normally exclude them from being contacted by those spells. In the case of lesser planar ally, some kerexoloths circulate their public names to neutral and evil deities to facilitate this communication. In the case of lesser planar binding, some daemons provide their common names to conjurers and demonologists for this purpose, or write them (along with short trade agreements) on scrolls or spellbooks containing this spell. Very rarely will a kerexoloth come to the Material Plane on its own, adopting a magical disguise so it can interact with mortals without causing panic.
   In addition to the lore represented by its Knowledge skills, a kerexoloth's obscure information (such as a creature's true name, special weakness, or secret lair location) usually pertains to other outsiders, though it may know such things about a particularly powerful creature from the Material Plane such as a dragon, mind flayer, or evil priest, or even a significant magic item, particularly if the item played some key role in planar matters or has abilities relating to the planes.
   A kerexoloth stands about 9 feet tall and weighs about 700 pounds.
   Kerexoloths speak Abyssal, Infernal, and the language of daemons. They normally use their bonus languages to learn tongues used by mortal creatures, though some learn the elemental languages or even Celestial.


Kerexoloths prefer to avoid combat, using their dimension door ability to escape at the first sign of trouble. If prevented from doing so, it uses its unholy blight spell-like ability if facing multiple weak foes or its call outsider debt ability if fighting a stronger creature. It enjoys using mind fog and command to assist its allies and servants during a fight. If at risk of death, a kerexoloth tries to bargain for its life with valuable information.
   Note: If you don't use daemons in your campaign, consider making the kerexoloth a type of demon or devil. If you do so, replace its energy and poison resistances with the standard demonic or devilish abilities and defenses.

   Call Outsider Debt (Sp): Once per day, a kerexoloth can call in a favor from one of the evil outsiders whose truename it knows. This allows the kerexoloth to summon an evil outsider (as if using summon monster I, II, III, IV, or V) or call such a creature (as if using lesser planar ally, except the kerexoloth only needs to negotiate a payment if the called outsider is asked to perform a suicidal or especially hazardous task). Each use of this ability allows the kerexoloth to summon or call one creature (for example, it can't use summon monster V to summon multiple creatures on the summon monster IV list).
   Poison (Ex): A kerexoloth's claws are mildly poisonous, and it keeps its dagger coated with this poison. Injury, Fortitude DC 18, initial damage 1 Str, secondary damage 1 Str. The save DC is Constitution-based.
   Skills: Kerexoloths have a +4 racial bonus to Intimidate and Sense Motive checks.
   Spell-Like Abilities (Sp): At will--command (DC 13), detect magic, detect thoughts (DC 14), mage hand; 3/day--dimension door, locate creature (DC 16), scrying (DC 16), see invisibility; 1/day--commune*, learn truename** (DC 18), legend lore, mind fog (DC 17), true seeing, unholy blight (DC 16). Caster level 10. DC 12 + spell level. The DCs are Charisma-based.
   * Rather than communing with a deity, a kerexoloth communes with a more knowledgeable daemon.
   ** This spell from Monte Cook's Arcana Evolved allows the caster to learn the truename of a creature whose normal name it already knows (Will negates). Knowledge of a creature's truename gives the caster power over that creature and aids with certain spells such as banishment, discern location, legend lore, and trap the soul; the kerexoloth also gains certain powers over such a creature (see the truename trigger ability).
   Truename Trigger (Su): If a kerexoloth knows a creature's truename, it gains a +2 bonus to DCs of its spell-like abilities used against that creature. It also may use its command spell-like ability as a free action against such a creature.

   This content is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast.
   Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: The illustration of the kerexoloth.
   Designation of Open Game Content: Subject to the Designation of Product Identity above, the entirety of "Monster of the Month: Kerexoloth" is Open Game Content. "Monster of the Month: Kerexoloth" Copyright © 2005 Sean K Reynolds. The spell learn truename Copyright © 2005 Monte J. Cook. All rights reserved.
    Open Game License