AZIMUTH
Huge Outsider (Chaotic, Evil)
Hit Dice: 16d8+30 (278 hp)
Initiative: +2(Dex)
Speed: 40ft, fly 50ft. (average)
AC: 18 (-1 size, +3 Str, +5 natural)
Attacks: Falchion +14/+8 melee, 4 claws +18
melee
Damage: Falchion 2d8+7, claw 1d4+4
Face: 10 ft. by 10 ft./15 ft.
Special Attacks: Scare, Phobia, Poison, Spells, Spell-like abilities
Special Qualities: Poison Immunity, Acid Resistance 15
Saves: Fort:+8 Will:+2 Ref:+9
Abilities: Str:22 Dex:15 Con:16 Int:14 Wis:20 Chr:16
Skills: Climb +7, Concentration +6, Innuendo +9, Intimidate +19, Intuit Direction +8, Jump +6, Knowledge(the planes) +12, Listen +7, Sense Motive +9, Spot +7
Feats: Alertness, Ambidexterity, Cleave, Combat Casting, Endurance, Iron Will, Whirlwind Attack
Climate: Any land and underground
Organization: Solitary
CR: 21
Treasure: Standard Coins, Double Goods, Standard Items plus 1d4 magic weopons
Alignment: Always chaotic evil
Advancement: 20-39 HD (huge)
Azimuths are fearful demons that exist solely to spread fear, panic and hate. They appear as huge 15 ft tall lanky humanoids with skin as dark as their hearts. They have wing spans of 25 ft and they have four arms, in one they always carry a huge falchion. Their chitinous, multi-eyed bug like heads are twisted in a visage of sick pleasure, always keeping their sadistic simle admist sluaghter. They appear frail and clumsy, but infact they are well attuned beings with a huge amount of brute strength. They only their bulk when neccessary however, they are very cunning intelligent creatures. If their pure horrible image wasnt terrifying enough, they have the ability to make their opponents worst phobias appear to them, although they are not real, the victim occasionally die from terror.
COMBAT
They rarely fight, leaving their mind altering fear spells to do the rest. They are ussually calm amongst mere mortals, but when angered their rages are unearthly.
Spells (Sp): An Azimuth can cast spells as a 8th leval illusionist. Save DC is 15 + spell leval.
Spell-Like Abilities (Sp): 5/day-Cause Fear, Chill Touch, Circle of Death, Clairaudience/Clairvoyance, Confusion, Darkness, Disrupt Undead, Dominate Person, Harm, Protection from Good, Protection from Law, Repulsion, Web, Word of Chaos. These abilities are as cast by a 10th leval Wizard(save DC 15 + spell leval)
Scare (Su): As a standard action, an Azimuth can let out a deep, resonic, sound drowning roar. If this wasnt scary enough its body lets out out an aura of light draining energy. Although this is harmless in itself the affect it still frightening. These two effects combined frightens lesser beings and works like scare cast by a 10th leval Wizard(save DC 15). If the save is successful, the opponent cannot be affected again by the Azimuths scare ability for one hour. This ability does not effect other Azimuths.
Phobia (Su): The Azimuth has the terrifying ability to show its opponents their deepest phobias. The target must must succeed at a will save (DC 15) or be paralyzed with fear. It is continuous, but every round in a state of fear they may make another will save until the target is free. Note that if this takes longer than 5 rounds, the target will start to take 1d4 damage per round. The damage stops when they become free. The Azimuth can only affect 3 opponents at a time. It can choose to stop using it against a target and swap, or just stop using it altogethor. It does have to use it all but it often does.
Poison (Ex): Bite, Fortitude save (DC 25); initial damage 1d6 tempory strength, secondry damage 2d6 tempory constitution.