This material originates in a 3PP Source
Medium Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 9d8+18 (58 hp)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 Dex), touch 13, flatfooted 10
Base Attack/Grapple: +7/+8
Attack: Light ray +11 ranged touch (1d10 and paralysis), or bite +8 melee (1d6+1)
Full Attack: Light ray +11/+6 ranged touch (1d10 and paralysis), or bite +8 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Energy drain, light rays, spell-like abilities, summon
Special Qualities: Damage reduction 10/cold iron, demon traits, frightful presence, immune to fire, spell resistance 18
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 13, Dex 17, Con 15, Int 18, Wis 20, Cha 28
Skills: Bluff +21, Concentration +14, Diplomacy +27, Disguise +21 (+23 acting), Intimidate +23, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +17, Search +16, Sense Motive +19, Spellcraft +18, Spot +17, Survival +5 (+7 planes, tracks)
Feats: Augment SummoningB, Combat Casting, Improved Initiative, Negotiator, Weapon Focus (light ray)
Environment: The Abyss
Challenge Rating: 7
Alignment: Always chaotic evil
Level Adjustment: —
Radiant boys, though capable in combat, fight using subtler methods. They worm their way into the hearts of a mother, wife or lover, draining their life force and condemning them t o an eternity of suffering. If pressed into direct conflict, radiant boys attempt to summon assistance via summon. Failing that, they blend spell-like abilities and light rays to create a whole through which they may escape.
Radiant boys’ attacks are considered both chaotic and evil for purposes of overcoming damage reduction.
Energy drain (Su): The radiant boys drain the energy from their victims by embracing them. If the target refuses the radiant boy’s embrace, the demon must start a grapple, provoking an attack of opportunity. The radiant boy’s embrace bestows one negative energy level. Like the succubus, every embrace functions as suggestion, asking the victim to accept another hug. To avoid the suggestion, the victim must succeed a Will save (DC 22). To remove the negative energy level, the target must make a Fortitude save of DC 22. These save DCs are Charisma-based.
Light rays (Su): The radiant boy may fire a ray of profane energy from his hands, by making a ranged touch attack. If the attack is successful, the victim must attempt a Will save (DC 22) or be held immobile as if under the effects of hold person. The save DC is Charisma-based.
Spell-Like Abilities: The radiant boy may use the following spells at will—alter self, charm person (DC 20), and invisibility, and the following spell once per day—blasphemy (DC 26). The following spells are always active—blur and detect thoughts. Though the always-active spells can be dispelled, the radiant boy can reactivate them as a free action.
Summon Demon (Sp): Once per day, the radiant boy can summon a succubus or an incubus with a 35% chance of success. This ability is the equivalent of a 6th-level spell. Note that either demon summoned gains the benefits of the Augment Summoning feat.
Frightful Presence (Ex): Whenever a radiant boy gets angry, his features contort in an awful spectacle, sending torrents of fear through those viewing him. All those exposed to his changed appearance and within 30-feet must attempt a Will save (DC 23) to resist the effects. A failed save results in the creature becoming shaken for 5d6 rounds.