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Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 5d8+38 (60 hp)
Speed: 30 ft. (6 squares)
AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24
Base Attack/Grapple: +5/+8
Attack: Tail +8 melee (1d8+3 plus vicious spikes) or bite +8 melee (1d6+3)
Full Attack: Tail +8 melee (1d8+3 plus vicious spikes) and bite +3 melee (1d6+3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities, summon demon, vicious spikes
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., electrical and poison immunity, resistance to acid 10, cold 10 and fire 10, spike shell
Saves: Fort +11, Ref +7, Will +6
Abilities: Str 17, Dex 16, Con 25, Int 4, Wis 14, Cha 14
Skills: Listen +10, Jump + 8, Search +8, Spot +10, Survival +10 (+12 following tracks)
Feats: Improved Initiative, Toughness
Environment: Chaotic evil planes
Organisation: Solitary, pair or pack (3-6)
Challenge Rating: 5
Treasure: ¼ coins, 50% goods, 50% items
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: +3 (cohort)
You see a four-legged, somewhat flattened demon, covered with broad bony spikes from the top of its head to the tip of its tail. The overall impression is that of a fiendish mix of porcupine and something altogether hellish.
Quill fiends are hungry and beastly demons, eaters of anything they can catch. They look like a kind of glyptodont or spiked turtle, with a bed of bony thorns covering their heads, backs and tails. Their maws appear to always be smiling, showing two rows of sharp pointed teeth. The reptilian skin of a quill fiend is a dirty ochre; its spikes are blood red.
Quill Fiends speak abyssal.
Quill fiends attack by piercing their enemies with their sharp tail spikes, expecting the subsequent blood loss to weaken the target enough for the quill fiend to close in and eat it. A quill fiend’s attacks count as both chaotic and evil for the purposes of overcoming damage reduction.
Spell-Like Abilities: At will–cause fear (DC 13), darkness, entropic shield. Caster level 5th. Save DCs are Charisma based.
Summon demon (Sp): Once per day, a quill fiend may attempt to summon another quill fiend with a 35% chance of success. This ability counts as a 3rd level spell.
Vicious Spikes (Ex): Any creature hit by a quill fiend’s tail attack must succeed on a Reflex save (DC 15, Dexterity based) or have 1d6 of the monster’s spikes attached to its flesh. Each attached spike deals 1 point of Strength damage per round; removing an attached spike is a full-round action.
Spike Shell (Ex): Any creature making a melee attack against a quill fiend must make a Reflex save (DC 15, Dexterity based) per attack, whether it hits or not. If the save fails, the target suffers 1d2 points of piercing damage from contact with the bony spikes covering the quill fiend.