Hezrou Ravager like expressions of overt power, and few shy away from direct combat when it is offered. More so than any other kind of demon, however, Hezrou Ravager take demonic savagery a step farther for the visceral joy of killing.
Be direct. Go all-out. Get your claws dirty. Thats the Hezrou Ravagers philosophy.
Alignment: Chaotic Evil, Chaotic Neutral, or Neutral Evil
Base Attack bonus: +2
Class Features: Edit
Hit Die: d10
Base Attack Bonus: High
High Saves: Fortidute
Skill Points: 4 + Int modifier
Class Skills: Intimidate, Hide, Listen, Move Silently, Parry, Taunt and Spot
Total Levels: 10
Abyssal Armor: A Hezrou's skin grows resistant to blows, gaining a +2 (non-stacking) bonus to natural armor at level 1. This bonus increases by 2 at each odd level up to +12 (including racial bonus) natural armor at Level 9.
Stench: A Hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature within 10 feet must succeed on a Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Nauseated creatures are slowed and have a -4 penality to Strength, Dexterity and Constitution. The ability has a cooldown of 2 minutes and the Poison DC is 10 + 1/2 Characterlevel + Con Modifier.
Profane Attributes: Hezrous gains an additional +2 bonus to Strength at 2nd, 6th and 10th, giving them a total (including racial bonus) of +8. They gain an additional +2 bonus to Constitution at 4th and 8th level, giving them a total (including racial bonus) of +8. They gain an additional +2 bonus to Charisma at 10th level, giving them a total (including racial bonus) of +2.
Abyssal Immunity: At 3rd level, the Hezrou’s immunity to electricity increases to 50%. This bonus increases to 75% at 6th level and to 100% at 10th level.
Blasphemy: At 4th level, a Hezrou gains Blasphemy as a spell-like ability. The caster level is twice the character’s Hezrou level (up to casterlevel 20), and the ability has a cooldown of 8 minutes. Blasphemy works against anyone with non-evil alignment.
Bonus Feats: A Hezrou gains a bonus feat at 5th and 10th level. These feats are chosen from Power Attack, Blind Fight, Cleave, Great Cleave and Toughness.
Aligned Strike: At 6th level, a Hezrou can infuse himself with Abyssal energy, gaining +1d4 damage vs. Lawful and +1d4 damage vs. Good to whatever weapons he wields. This bonus lasts for 5 minutes.
Damage Reduction: At 8th level a Hezrou gains damage reduction 10/good.
Summon Tanar'ri: Once per day a 10th-level Hezrou can summon another tanar'ri to his aid. This creature occupies the henchman slot and grows more powerful as the Hezrou gains character levels.