Ei’risai, Greater (3pp)

The enormous abomination before you is humanoid in only the loosest sense of the word. It appears as a conglomeration of various creatures, stuck on a broad-shouldered, powerful frame. Its eyes are wild and angry as the abomination glares balefully at the world around.

Ei’risai, Greater CR 9

XP 6,400
CN Large outsider ( chaotic, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +4


AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
hp 85 (9d10+36); fast healing 5
Fort +10, Ref +9, Will +5
Immune one energy type (random; see Table: Energy Immunity); Resist all other energy types 5


Speed 30 ft.
Melee bite +14 (2d8+6/19-20 plus pandemoniac corruption), 2 secondary attacks +12 (1d6+3 plus pandemoniac corruption)
Space 10 ft.; Reach 10 ft.
Special Attacks pandemoniac corruption, summon ei’risai
Spell-Like Abilities (CL 10th)
At will— blindness/deafness (DC 14), detect law, detect magic, fireball (DC 15; special note: the element created by this spell may not be fire; the ball is actually composed of the form of energy to which the specific ei’risai is immune), identify, magic circle against law, polymorph (self only), true seeing
3/day—animate objects, dispel law (DC 17), teleport
1/day—prismatic spray (DC 19).

Tactics Greater ei’risai often open with their spell-like abilities, attempting to weaken foes from a distance, or trick them into closing. After several rounds of such behavior, however, the ei’risai often loses patience with such tactics and moves to melee.


Str 23, Dex 16, Con 19, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 29
Feats Combat Reflexes, Improved Critical (bite), Iron Will, Multiattack, Power Attack
Skills Acrobatics +15, Climb +18, Escape Artist +15, Knowledge (the planes) +12, Perception +12, Stealth +11
Languages Ei’risai, Common


Pandemoniac Corruption (Ex)

The Pandemoniac corruption of a greater ei’risai can be resisted with a DC 20 Fortitude save. The save DC is Constitution-based and includes a +2 racial bonus.

Summon Ei’risai (Sp)

Twice per day a greater ei’risai can attempt to summon another greater ei’risai with a 40% chance of success. This ability is the equivalent of a 5th-level spell.


Environment planes of chaos
Organization solitary, pair, cluster (3–5), mob (6–10)
Treasure standard

By the time it achieves greater status, an ei’risai has developed substantially in terms of intellect and identity. Greater ei’risai are still driven by the race’s biological imperatives, but they are capable of forming their own goals and desires as well. Greater ei’risai often seek to spread chaos, not merely out of a lust for violence, but as a means of amassing personal power or wealth. Of course, they do precious little with these once they have them, and often abandon their gains as soon as they grow bored, but their acquisitive nature seems ingrained. Greater ei’risai are willing to deal or bargain with other creatures, if they believe doing so will advance their own goals, and chaos in general, in the long run.While they are far smarter than once they were, greater ei’risai still possess only average intelligence, and they often overestimate their own cleverness.

Section 15: Copyright Notice

The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari Marmell
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