There are a variety of beasts unleashed in “The Cabin in the Woods,” including the obligatory demon. The Visual Companion to the movie identifies this creature as a “gladiator demon.” We can only guess what its true purpose was, but it’s clear that the gladiator demon enjoyed fighting. So that’s what this version does: fight.
The inspiration for the gladiator demon is likely Darkness, the role Tim Curry made famous in “Legend” (and incidentally, also made the Killer Clown entry famous as “It,” making him responsible for two of the monsters in “The Cabin in the Woods”).
Gladiator Demon (CR 16, HD 15d8+105)
CE Large Outsider (Evil,Chaotic,Extraplanar,Tanar’ri)
Init +7 Spd 20 or Fly, Average 50
Senses See in Darkness (Su); Darkvision (Ex): 60 ft.; | Listen +22, Spot +22
AC 35 (FF 28, Touch 16)
hp 172 (Disabled -7/Dying -25/Injury 25)
Saves: Fort +16, Ref +16, Will +15
Immunity: Fire (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 10/Good, Damage Reduction (Su): 10/Silver, Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Regeneration (Ex): 5, Spell Resistance (Ex): 28,
Atk +24/+19/+14 base melee, +21/+16/+11 base ranged; Grapple +29; Face 10’x10′; Reach 10′;
+24 Melee (2 Claw 2d6+10/crit 20/x2) and +22 Melee (Bite 2d8+5/crit 20/x2) and +22 Melee (Tail 2d6+5/crit 20/x2);
SA: Spell-Like Abilities (Dispel Law, CL 15, At Will; Dispel Good, CL 15, At Will; Magic Circle against Good, CL 15, At Will; Persistent Image, CL 15, At Will; Lightning Bolt, CL 15, 3/day; Fireball, CL 15, 3/day) , Fear Aura (Su) , Infernal Wound (Su)
SQ: Telepathy (Su): 100 ft.,
Abilities STR 31, DEX 25, CON 25, INT 14, WIS 18, CHA 22
Feats: Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Simple Weapon Proficiency, Weapon Focus: Chain, spiked.
Skills: Bluff + 24, Climb + 28, Concentration + 24, Diplomacy + 12, Hide + 21, Intimidate + 26, Listen + 22, Move Silently + 23, Search + 20, Sense Motive + 22, Spot + 22.
Spell-Like Abilities: At will-animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion; 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).
Fear Aura (Su): As a free action, a gladiator demon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that gladiator demon’s fear aura for one day. Other demons are immune to the aura.
Infernal Wound (Su): A hit from a gladiator demon’s tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.
Regeneration (Ex): Gladiator demons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.
See in Darkness (Su): Gladiator demons can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Gladiator demons can communicate telepathically with any creature within 100 feet that has a language.
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