Outsider (native): Diaboli are outsiders with the native subtype. Diaboli have a knack for making themselves at home on new planes.
Chaotic: Diaboli have the chaotic subtype.
Medium: As Medium creatures, diaboli have no special bonuses or penalties due to their size.
Diaboli base land speed is 30 feet.
Darkvision: Diaboli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and diaboli can function just fine with no light at all.
+2 racial bonus on all saving throws against spells and spell-like effects: Diaboli come from a demiplane slightly out of phase with other planes, which gives them some resistance to magical effects.
+2 racial bonus on Intimidate checks made against animals and humanoids. The frightful appearance and alien psychology of diaboli make them particularly good at coercing Material Plane natives.
-2 penalty on Diplomacy, Handle Animal, Perform, and Sense Motive checks. The hideous appearance and strange mannerisms of the diaboli make it difficult for them to interact peaceably with native humanoids and animals of the Material Plane.
Weapon Familiarity: Diaboli treat tridents as simple weapons rather than martial weapons.
Natural Attack: Tail. A diabolus can make a secondary natural attack with its tail (at a -5 penalty on attack rolls). This attack deals 1d4 points of damage and injects its target with a mild poison (DC 10 + 1/2 HD + Constitution modifier). The poison’s initial damage causes its victim to become sickened for 2d4 rounds; it has no secondary damage. A sickened creature suffers a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A diaboli can produce a number of doses of poison equal to 3 + its Constitution modifier per day.
Automatic Languages: Diabolan and diaboli tail code.
Bonus Languages: Abyssal, Common, Draconic, and Infernal. Diaboli learn the languages easiest for them to pronounce as well as the most frequently used languages near their adopted homes.
Favored Class: Sorcerer. A multiclass diaboli’s sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing (see XP for Multiclass Characters on page 60 of the Player’s Handbook). With a unique tie to the multiverse and strong streak of chaotic individualism, diaboli make excellent sorcerers.