In its true form, this rosy-skinned fiend resembles a human standing about five feet tall, with a black eyes, hair and a tiny pair of ebony horns on its head.
CE Medium Outsider (Evil, Chaotic, Extraplanar, Tanar'ri);
Init +10 (+10 Dex); Senses darkvision 120 ft., detect good, detect law, detect magic, see invisibility, true seeing, see in darkness, superior low-light vision, Mindsight, Listen +30, Spot +30; Languages Common, Celestial, Infernal, Abyssal, Draconic, plus any 3 others, tongues, telepathy 100 ft.
AC 40, touch 25, flatfooted 30 (+10 Dex, +15 natural, +5 insight);
hp 171 (18d8+90);
Fort +16, Ref +21, Will +16;
SR 26 (base CR + 8); DR 10/good or lawful, 10/cold iron;
Defensive Abilities Evasion, Fast Healing 1, Uncanny Dodge; Resist 10 acid, 10 cold, 10 fire; Immune electricity, poison
Speed 30 ft., fly 120 ft. (good), swim 30 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +18; Grp +23;
Main Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+6/15-20), Off-Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+3/15-20), Off-Hand Melee unarmed strike +26/+21/+16/+11 (2d6+2),
Special Attacks Chaotic Evil Cold Iron Strike, Poison, Pounce, Sneak Attack +9d6, Summon Fiend, Wounding Strikes;
Spell-like Abilities (CL 18th, Cha-based DC 15 + spell level)
Constant—blur, cloak of khyber, detect good, detect law, detect magic, freedom of movement, golem strike, grave strike, greater invisibility, lightfoot, nondetection, read magic, see invisibility, tongues, true seeing, vine strike;
At will—brain spider, darkness, deeper darkness, desecrate, greater dispel magic, greater teleport (self only), rapture of the deep, resurgence, unhallow; 3/day—limited wish;
Str 21, Dex 31, Con 21, Int 25, Wis 20, Cha 20;
Feats Mindsight, Improved Unarmed Strike, Telling Blow,
Superior Unarmed Strike, Knowledge Devotion,
Versatile Unarmed Strike, Improved Critical (Light Blades);
Racial Feats Combat Reflexes, Darkstalker, Greater Multi-Weapon Fighting,
Improved Multi-Weapon Fighting, Superior Multi-Weapon Fighting,
Multi-Weapon Fighting, Weapon Finesse;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Climb 5 ranks, Concentration 21 ranks, Decipher Script 5 rank, Disguise 10 ranks, Escape Artist 10 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 15 ranks, Gather Information 10 ranks, Jump 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Knowledge (any 5 others) 5 ranks, Listen 21 ranks, Move Silently 15 ranks, Ride 15 ranks, Spellcraft 20 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 21 ranks, Survival 5 ranks, Swim 5 ranks, Tumble 15 ranks, Use Magic Device 20 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +5 Gather Information, +3 Intimidate, +3 Jump, +2 Ride, +2 Survival;
Racial +12 Hide, +4 Listen, +12 Move Silently, +4 Spot, +8 Swim;
SQ Amphibious, Change Shape, Hide in Plain Sight, Shadow Blend,
Amphibious (Ex): A kelvezu can breathe air and water equally well.
Change Shape (Su): A kelvezu can assume the form of any Small or Medium humanoid.
Evasion (Ex): A kelvezu gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A kelvezu can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Chaotic Evil Cold Iron Strike (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered chaotic, evil and cold iron for the purpose of overcoming damage reduction.
Poison (Ex): A kelvezu continually coats its weapons with an injury poison (Fortitude save DC 24) produced from its fingertips. The initial and secondary damage is the same (1d6 points of Constitution damage). Kelvezu poison is highly perishable, becoming inert 1 minute after the creature stops applying it. The poison's save DC is constitution based.
Pounce (Ex): If a kelvezu charges, it can make a full attack.
See in Darkness (Su): A kelvezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a kelvezu creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Sneak Attack (Ex): A kelvezu gains the sneak attack of a rogue with a level equal to its racial Hit Dice.
Summon Tanar'ri (Sp): Once per day, a kelvezu can attempt to summon another kelvezu with a 25% chance of success.
Wounding Strikes (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered to have the wounding weapon abilities.
Drafted for campaign purposes.