
Alberich (CR 9)
XP 6,400
LE Medium Outsider (Devil, Extraplanar)
Init +10; Senses Detect good, detect magic, see in darkness; Perception +17
DEFENSE
AC 24, touch 17, flat-footed 17 (+6 dex, +1 dodge, +7 natural)
hp 102 [156] (12d10+36); Fast Healing 6
mp 32
Fort +7, Ref +14, Will +11
DR 5/good or silver; Immune Blind, Fire, Poison; Resist Ice 10, Wind 10, Lightning 5
OFFENSE
Speed 30 ft., Fly 50 ft. (good)
Melee 2 Claws +18 (1d8+3), Sting +19 (1d6+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (SC CL 12th; Concentration +16)
1st (DC 15) – blind, fire, sleep
2nd (DC 16) – fire II, poison, silence
3rd (DC 17) – bio, blindga, fira, fire III, sleepga
STATISTICS
Str 16, Dex 22, Con 17, Int 19, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 32
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Weapon Finesse, Weapon Focus (Sting)
Skills Acrobatics +21, Bluff +17, Fly +31, Knowledge (arcana, planes) +19, Perception +17, Spellcraft +19, Stealth +21
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
5/day, the alberich may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-foot radius of the alberich must make a Will save (DC 15) or be inflicted with Daze status for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Alberichs are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-light, alberichs gain a +4 circumstance bonus to Stealth.