Activity Cycle: Any
Intelligence: High (13)
Alignment: Lawful Evil
Number Appearing: 3-18
Armor Class: 2 (0 if attacked from behind)
Movement: 12, FL 12 (D)
Hit Dice: 6+6
Number of Attacks: 3 or 2
Claws (x2): d6, d6
Scalpels (d8, d8)
Advanced Illusion (per spell, Baatezu Ability)
Animate Dead (per spell, Baatezu Ability)
Cause Pain (with scalpels, in lieu of attack): Save vs. Spell at -6 or suffer -4 to all attack and damage rolls, incur a +2 Armor Class Penalty and reduce movement by 3. These effects last 2d6 rounds. Victim must be studies first, for three rounds, before attack can be used.
Cause Disease (per spell, Kocrachon Ability): If it can bite and hold on to a victim for three rounds (a successful Bend Bars/Lift Gates roll frees the victim) during which it cannot make any other attacks, it transmits a disease to the victim that is fatal in 1-3 weeks. Alternative it can transmit a healing fluid, healing d12 Points. Both can be used 3/day.
Charm Person (per spell, Baatezu Ability)
Fear, 5' Radius: Save vs. Rod/Staff/Wand or flee in panic for d6 rounds
Know Alignment (per spell, Baatezu Ability, always active)
Suggestion (per spell, Baatezu Ability)
+1 or better Weapons to hit, but takes half damage from Silver Weapons
Immune to fire (including magical and dragon) and Poison
Takes half damage from Cold and Gas.
Infravision (per spell, Baatezu Ability)
Teleport Without Error (per spell, Baatezu Ability)
Takes half damage from Silver Weapons
Magic Resistance: 30%
Size: M (5 feet tall)
Morale: Elite (14)
XP Value: 5,000
Note: Their typical weapons are usually a pair of some sort of Scalpel or cutting blade, which in their powerful and skilled hands does [Speed 2, d8/d8] Half of this damage however is healed within 4 hours.
Source: 2nd Edition AD&D 2607, Planes of Law Monstrous Supplement, pages 10-11
Ed's Notes: Literally Baatezu torturers. So... Best in the biz, more or less.