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Ndulus (Baatezu)

(nh 'doo lus)

Type & SizeHuge Outsider (Evil, Lawful)
Hit Dice13d8+70 (149 hp)
Initiative+2 (+2 Dex)
Speed40 ft., fly 50 ft. (average)
Armor Class26 (-2 size, +2 Dex, +16 natural), Tch/FF: 10/24
Base Attack/Grapple+13/+27
AttackClaw +19 (2d6+6)
Full Attack2 Claws +19 (2d6+6) and Sting +17 (1 plus Vibration)
Space/Reach15 ft./20 ft.
Special AttacksFear Aura, Spell-like abilities, Summon Baatezu, Vibration
Special QualitiesDamage Reduction 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, Regeneration 5, See in Darkness, Spell Resistance 24, Telepathy 100 ft.
SavesFort +15, Ref +10, Will +13
AbilitiesStr 23, Dex 15, Con 25, Int 14, Wis 20, Cha 20
SkillsBluff +21, Concentration +21, Hide +16, Intimidate +21, Knowledge (Torture) +16, Listen +19, Move Silently +16, Search +16, Sense Motive +21, Spellcraft +16, Spot +19
FeatsCombat Expertise, Improved Natural Attack (Claws), Improved Trip, Multiattack, Power Attack
Climate/TerrainThe Nine Hells of Baator
OrganizationSolitary, team (2-4), or troupe (1-2 nduli, 1 pit fiend, 2-4 cornugons or 1 ndulus, 2 gelugons, 2-8 osyluths)
Challenge Rating12
AlignmentAlways lawful evil
Advancement Range11-20 HD (Huge); 21-30 HD (Gargantuan)

On long emancipated leg steps through the swirling portal. Bowing to bring its head through, the creature emerges and stands before you. Its body is bone white, sickly thin, and while taller than most giants it is barely the width of an elf. Dark and slightly transparent wings frame a skeletal head where a thin beard grows below its fanged maw and eyes like entropy manifest glair at you. Its tail begins to whip about behind it like an excited dog or the twitching of a dead spider's legs.

Nduli are feared and loathed by mortals and devils alike. They are the torturers and assassins of Baator.

Nduli stand over 20 feet tall as frightening skeletal creatures, with their upper body proportionately longer than their lower halves. Giant, nearly transparent, bat-like wings sprout from their backs with a wingspan over 80 feet. Thin horns sprout from their bony heads. Sharp sword-like fingers lay naked at the end of spidery arms that are nearly as long as the creature is tall. Their thin prehensile tails are insanely long and appear to taper off into nothingness. Often nduli grow reaching, wire-thin, beards that mark the passing of cruel centuries and tortured enemies. A constant fearful humming accompanies them that rises in pitch as they become excited or, more rarely, enraged.

Like most baatezu, a ndulus can communicate telepathically with any creature that has a language within 100 feet.


A ndulus likes to toy with its victims, preferably as they are bound and helpless on a torturer's rack. Its favored tactic is to use its tail in combat at a distance, surprising its foes when wounds seem to appear from out of thin air. Using its sting attack is a full round action.

Spell-like Abilities: At will: Detect Good, Detect Magic, Detect Thoughts (DC 17), Dimensional Anchor (DC 19), Greater Teleport (self plus 50 pounds or objects only), Invisibility, Magic circle against good (DC 18), Major Image (DC 18), Phantasmal Killer (DC 19), Produce Flame, Tasha's Hideous Laughter (DC 17). These abilities are as the spells cast by a 13th-level sorcerer (save DC 15 + spell level). 1/day: Unholy Aura (DC 23) and is as if cast by a 15th-level sorcerer (save DC 15 + spell level).

Fear Aura (Su): As a free action, a ndulus can create an aura of fear in a 20-foot radius. It is otherwise identical with Fear cast by a 13th-level sorcerer (DC 19). If the save is successful that creature cannot be affected again by that ndulus' fear aura for 24 hours. Other baatezu are not immune to the aura.

Regenration (Ex): Nduli take normal damage from good aligned weapons and spells with the good discriptor.

Summon Baatezu (Sp): Once per day a ndulus can attempt to summon 1d8 osyluths with a 50% chance of success, 1d2 gelugons with a 35% chance of success, or 1 pit fiend with a 20% chance of success.

Vibration (Ex): The last 5 feet of a ndulus' tail is so thin that it is invisible to the naked eye. On a successful hit the tail appears to stop two to three feet away from the target when actually the tip has pierced one to two feet into, and often through, the opponent. When struck the tail's tip begins to vibrate wildly with the creature's body effectively whipping and slicing the creature's soft internal organs until the tails oscillations become so great that the tail whips free from the opponents body. The vibration deals 3d8 points of damage and the victim must succeed on a Fortitude save (DC 23) or take 1d4 points of temporary Con damage. The tail whips free of the opponent at the beginning of the ndulus' next turn. Attacking and severing the tail is possible when it is damaging an opponent. The tail's AC is 28 (its effective dex is 18 due to the wild movements), damage reduction and regeneration as the ndulus and hit points equal to 1/5 the ndulus' total hp (29 hp average). When the tail is reduced to 0 hp it is effectively severed. As the ndulus regenerats the tail will re-grow once the tails full hit points are replenished. The save DCs for this attack are constitution based.