Infernor CR 6

XP 2,400
CE Large outsider (demon, evil, extraplanar, fire)
Init +5 Senses darkvision 60 ft., low-light vision; Perception +11
Aura stench (30 ft., Fort DC 16 negates, 5 rounds, only immediately after using summon)


AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 60 (8d10+16)
Fort +8, Ref +7, Will +5
Immune electricity, fire, poison; Resist acid 10, cold 5


Speed 50 ft.
Melee four +11 claws (1d6+4 slashing, 20/x2 plus disarm) plus +9 bite (2d6 piercing plus poison, 20/x3)
Special Attacks bloody rend (two claws, 1d6+4 slashing plus 1d6 bleed)
Spell-Like Abilities (CL 8th concentration +11)

3x/daysummon (1d4+1 infernors, 65%)


Str 19, Dex 13, Con 14, Int 6, Wis 17, Cha 12
Base Atk +8; CMB +13 (+15 disarm); CMD 24
Feats Greater Disarm, Improved Disarm, Improved Initiative, Run
Skills Climb +12, Perception +11, Stealth +5
Languages Abyssal


Summoning Piss (Su)

When an infernor uses its summon ability, it spews a stream of pungent pheromones that call its fellow ant demons to battle. Additionally, the infernor gains the stench universal monster ability for one minute after any successful use of its summon ability.

Potent Poison (Ex)

The Infernor’s venom is especially potent. A victim rolls 2d20 when making a Fort save against it and takes the worse result.

Infernor Venom (injury) save Fort 16 (lower of 2d20); duration 1/round for 6 rounds; effect 1d4 Str damage; cure 1 save


Environment extraplanar (native to the crappiest levels of the Abyss)
Organization usually founds in groups of 2-3 if roaming; lairs can contain up to 300 Infernor
Treasure incidental (in lair)

Infernor are the swift, twitchy and savage ants of lower planes. These hyperactive beasts prowl the hottest, most toxic layers of the Abyss, streaming out in spastic red rivers from mud and resin hives the size of small cities.

Infernor are barely sentient, and are often kept by powerful, paranoid, demon nobility as guard-beasts: an Infernor’s speed and multiple limbs make at an adept bodyguard, able to easily disarm even the strongest and most skillful assassins.

Infernor are chitin-shelled near-humanoids. Some hives have bloody red chitin, others have jet or navy blue carapaces, and this difference means endless war between hives of different hues. An Infernor’s forearms split into slender but strong limbs like sickles; their forelimbs are perfectly adapted to stealing a weapon out of an unwary foe’s grasp. Their maw is a vertical grimace running the length of their skull, lined with flint-like teeth, each embedded in a pulsing venom sack.

Section 15: Copyright Notice

Nemesis Unleashed Volume II. Copyright 2019, Otherverse Games. Author: Chris A. Field

scroll to top