Demons

Demons

Demons (or tanar’ri, if you prefer) for Pathfinder Planescape that have no official Pathfinder RPG updates.

Demon, Alu-      CR 5

Alu-DemonXP 1,600
The Tome of Horrors Complete 154
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120 ft.; Perception +15

DEFENCE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16

OFFENCE
Speed 30 ft., fly 50 ft. (average)
Melee longsword +9/+4 (1d8+3/19-20) or
2 claws +9 (1d6+3 plus vampiric touch)
Spell-Like Abilities (CL 8th; concentration +11)
3/day—charm person (DC 14), detect thoughts (DC 15), disguise self, suggestion (DC 16)
1/day—dimension door

STATISTICS
Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Blind-Fight, Cleave, Power Attack
Skills Bluff +11, Diplomacy +12, Escape Artist +11, Fly +6, Intimidate +12, Knowledge (planes) +11, Perception +15, Stealth +11, Survival +11; Racial Modifiers +4 Perception
Languages Abyssal, Common; telepathy 100 ft.

ECOLOGY
Environment any (The Abyss)
Organization solitary
Treasure standard

SPECIAL ABILITIES
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target’s current hit points + the target’s Con score (which is enough to kill the target). The temporary hit points disappear in one hour.

Demon, Armanite      CR 7

ArmaniteXP 3,200
Fiendish Codex I: Hordes of the Abyss 28
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +13

DEFENCE
AC 21, touch 9, flat-footed 21 (+8 armour, +6 natural, -1 size)
hp 103 (9d10+54)
Fort +11, Ref +6, Will +4
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18

OFFENCE
Speed 40 ft.
Melee mwk lance +14/+9 (2d6+7/×3), 2 hooves +8 (1d6+2) or
mwk heavy flail +14/+9 (2d8+7/19-20), 2 hooves +8 (1d6+2)
Ranged composite longbow +10/+3 (1d8+6/×3 plus 1d6 electricity [plus 2d10 electricity on a critical hit])
Space 10 ft.; Reach 5 ft. (10 ft. with lance)
Spell-Like Abilities (CL 9th; concentration +10)
1/day—summon (3rd level, 6 dretches or 1 armanite, 30%)
Special Attacks cavalry charge, sparkbolt

STATISTICS
Str 20, Dex 11, Con 20, Int 8, Wis 12, Cha 13
Base Atk +9; CMB +15; CMD 25
Feats Greater Bull Rush, Improved Bull Rush, Power Attack, Run, Toughness
Skills Acrobatics +12 (+16 jumping), Intimdiate +13, Perception +13, Sense Motive +13, Survival +13
Languages Abyssal; telepathy 100 ft.
SQ air walk

ECOLOGY
Environment any (The Abyss)
Organization solitary, troupe (2-7)
Treasure gear (full plate barding, mwk lance, mwk heavy flail, composite longbow [+5 Str] with 20 arrows)

SPECIAL ABILITIES
Air Walk (Su) An armanite can use air walk, as the spell of the same name, for up to 1 hour per day. The time need not be consecutive.
Cavalry Charge (Ex) An armanite is considered to be mounted for determining the effects of charge attacks with lances. An armanite gains a +4 bonus on attack rolls when charging with a lance and does not take a penalty to its Armour Class as a result of its charge.
Sparkbolt (Su) An armanite can charge arrows it shoots from any bow with electrical energy at will. Arrows fired by an armanite gain a +1 enhancement bonus and the shocking burst weapon quality.

Demon, Bar-lgura      CR 5

Bar-lguraXP 1,600
Fiendish Codex I: Hordes of the Abyss 29
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +11

DEFENCE
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 57 (6d10+24)
Fort +9, Ref +9, Will +4
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16

OFFENCE
Speed 40 ft., climb 20 ft.
Melee 2 claws +12 (1d4+6), bite +12 (1d6+6)
Special Attacks abduction, pounce
Spell-Like Abilities (CL 6th; concentration +7)
At will—darkness, cause fear (DC 12), dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)
2/day—disguise self (DC 12), invisibility, major image (DC 14)
1/day—summon (2nd level, 1 bar-lgura 35%)

STATISTICS
Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
Base Atk +6; CMB +12; CMD 26
Feats Dodge, Mobility, Run
Skills Acrobatics +13 (+23 jumping), Bluff +10, Climb +15, Intimidate +10, Perception +11, Sense Motive +11, Stealth +17; Racial Modifiers +10 Acrobatics when jumping, +4 Stealth
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY
Environment any (The Abyss)
Organization Solitary, pair, or pack (3 – 11)
Treasure standard

SPECIAL ABILITIES
Abduction (Su) Unlike most tanar’ri, a bar-lgura can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 18 Will save to resist being transported. The save DC is Charisma-based.

Demon, Cambion      CR varies

See article Cambions.

Demon, Chasme      CR 10

ChasmeXP 9,600
Demon, stirge from The Tome of Horrors Complete 175
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +21
Aura drone (60 ft., DC 20), fear (20 ft., DC 16)

DEFENCE
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, -1 size)
hp 92 (8d10+48)
Fort +12, Ref +9, Will +6
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21

OFFENCE
Speed 20 ft., fly 60 ft. (good)
Melee 2 claws +13 (2d4+6 plus 1d4 bleed), bite +13 (2d6+6 plus blood drain)
Space 10 ft.; Reach 5 ft.
Special Attacks blood drain (1d4 Constitution), drone, wounding
Spell-Like Abilities (CL 10th; concentration +13)
At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only), see invisibility, telekinesis (DC 17)
1/day—summon (4th level, 2d8 dretches or 1 stirge demon, 35%)

STATISTICS
Str 22, Dex 17, Con 23, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +15; CMD 28 (32 vs. trip)
Feats Blind-Fight, Cleave, Power Attack, Iron WIll
Skills Bluff +10, Climb +18, Escape Artist +11, Fly +16, Intimidate +13, Knowledge (planes) +10, Perception +21, Sense Motive +13, Stealth +10, Survival +13; Racial Modifiers +8 Climb, +8 Perception
Languages Abyssal, Common, Undercommon; telepathy 100 ft.

ECOLOGY
Environment any (The Abyss)
Organization Solitary, pair, or swarm (3 – 6)
Treasure standard

SPECIAL ABILITIES
Drone (Su) At all times, save when using any spell-like abilities, the stirge demon drones and buzzes like a fly. All creatures within a 60-foot spread that hear it must succeed on a DC 20 Will save or fall into a comatose sleep for 1d4 hours. There is no HD limit for this effect and it otherwise functions as the sleep spell (CL 10th). Note, the stirge demon can drain blood from a sleeping creature without automatically waking it up. In such an event, the sleeping creature receives a new Will save (same DC) each round the stirge demon drains blood. The save DCs are Constitution-based.

Demon, Goristro      CR 16

GoristroXP 76,800
Fiendish Codex I: Hordes of the Abyss 40
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., see invisibility; Perception +29

DEFENCE
AC 29, touch 7, flat-footed 29 (-1 Dex, +32 natural, -2 size)
hp 324 (24d10+192); fast healing 5
Fort +22, Ref +13, Will +10
DR 15/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27

OFFENCE
Speed 40 ft.
Melee 2 slams +34 (2d6+18/19-20)
Ranged rock +21 (2d8+12)
Space 15 ft.; Reach 15 ft.
Special Attacks powerful slam, stamp, rock throwing (150 ft.)
Spell-Like Abilities (CL 12th; concentration +13)
Constant—see invisibility
At will—fear (DC 15), levitate, spider climb

STATISTICS
Str 34, Dex 8, Con 27, Int 5, Wis 15, Cha 13
Base Atk +24; CMB +38 (+42 bull rush or sunder); CMD 47 (49 vs. bull rush or sunder)
Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Vital Strike
Skills Intimidate +28, Perception +29, Sense Motive +29
Languages Abyssal

ECOLOGY
Environment any (The Abyss)
Organization solitary or pair
Treasure none

SPECIAL ABILITIES
Powerful Slam (Ex) A goristro’s slam attacks are treated as if they were two-handed weapons for purposes of applying modifiers to damage with Power Attack and from its Strength bonus.
Stamp (Su) Up to three times per day, a goristro can produce a shock wave that sends its foes careening off-balance by stamping on the ground as a standard action. The shock wave lasts for 1 round and duplicates the effects of an earthquake spell in an 80-foot radius around the goristro. The goristro and others of its kind is unaffected by the earthquake.

Demon, Manes      CR 1

ManesXP 400
Fiendish Codex I: Hordes of the Abyss 45
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception -4

DEFENCE
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 8 (1d10+2)
Fort +4, Ref +2, Will -4
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10

OFFENCE
Speed 20 ft.
Melee 2 claws +3 (1d3), bite +2 (1d4)

STATISTICS
Str 10, Dex 10, Con 14, Int 3, Wis 3, Cha 3
Base Atk +1; CMB +0; CMD 10
Feats Weapon Focus (claws)
Skills Climb +4, Stealth +8
Languages Infernal (cannot speak); telepathy 100 ft. (limited to Infernal-speaking targets)
SQ acid cloud

ECOLOGY
Environment The Abyss
Organization horde (any number, up to and including thousands)
Treasure none

SPECIAL ABILITIES
Acid Cloud (Su) When a mane dies, it dissolves into a cloud of noxious vapour. Anyone within 10 feet of a slain mane who fails a DC 12 Reflex save takes 1d6 points of acid damage.

Demon, Molydeus      CR 19

MolydeusXP 204,800
Fiendish Codex I: Hordes of the Abyss 46
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses all-around vision, darkvision 60 ft., low-light vision, true seeing; Perception +31

DEFENCE
AC 33, touch 15, flat-footed 27 (+6 Dex, +18 natural, -1 size)
hp 313 (19d10+190); fast healing 30
Fort +21, Ref +17, Will +13
DR 15/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 30

OFFENCE
Speed 40 ft.
Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 (3d6+14/19-20/×3), bite +25 (1d8+4), bite +25 (1d8+4 plus poison) or
+1 dancing vorpal cold iron greataxe +28/+23/+18/+13 (3d6+14/19-20/×3), 2 claws +27 (1d6+9), bite +27 (1d8+4), bite +25 (1d8+4 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks piercing strike, snakebite
Spell-Like Abilities (CL 19th; concentration +27):
Constant—true seeing
At will—baleful polymorph (DC 24), blasphemy (DC 26), blindness/deafness (DC 20), charm person (DC 20), fear (DC 23), fly, greater dispel magic, invisibility, greater teleport (self plus 50 lbs. of objects only), suggestion (DC 22), telekinesis (DC 24), vampiric touch
7/day—dimensional lock, lightning bolt (DC 22)
3/day—quickened telekinesis (DC 24)
1/day—summon (9th level, 4 babaus, 3 chasmes, or 1 marilith, 100%), trap the soul (DC 28)

STATISTICS
Str 28, Dex 22, Con 30, Int 21, Wis 24, Cha 26
Base Atk +19; CMB +29 (+33 disarm or trip); CMD 45 (47 vs. disarm or trip)
Feats Combat Expertise, Greater Disarm, Greater Trip, Improved Critical (greataxe), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Quicken Spell-Like Ability (telekinesis), Toughness
Skills Bluff +30, Diplomacy +30, Fly +24, Intimidate +30, Knowledge (any one) +27, Knowledge (planes) +27, Linguistics +27, Perception +31, Sense Motive +27, Survival +27, Use Magic Device +28; Racial Modifiers +4 Perception
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Githyanki, Githzerai, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Modron, Orc, Slaad, Sylvan, Terran, Undercommon, Worg, Yuan-ti; telepathy 100 ft.
Gear +1 dancing vorpal cold iron greataxe

ECOLOGY
Environment any (The Abyss)
Organization solitary
Treasure quadruple standard

SPECIAL ABILITIES
All-Around Vision (Ex) A molydeus’s snake head constantly peers in all directions. It cannot be flanked.
Dancing Vorpal Axe (Ex) A molydeus’s +1 dancing vorpal cold iron greataxe is an extension of its being. If the molydeus is slain, its axe melts away into ichor. A molydeus whose axe is destroyed can manifest a new one by taking part in an 8-hour ritual on the Woeful Escarand (layer 400), where it uses manes as the raw materials to force a new axe. Once the new axe is created, the previous axe (or its remains) melts away.
Piercing Strike (Su) A molydeus can strike through many forms of damage reduction with its weapons. The first time it strikes a foe, damage reduction applies normally to the blow. All following strikes automatically ignore damage reduction, save for damage reduction that requires a specific material (such as silver, cold iron, or adamantine) to bypass, epic damage reduction, or damage reduction that doesn’t allow any form of bypass (such as that granted to barbarians).
Poison (Su) Snake bite—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d4 Con drain; cure 2 consecutive saves. A creature reduced to 0 Constitution by this poison immediately transforms into a mane. Only a miracle or wish can reverse this transformation. Molydeus venom is supernaturally potent and can harm creatures normally immune to poison (including those under the effects of spells such as neutralize poison or heroes’ feast, but not constructs, oozes, plants, or undead). Against such creatures, its effects are reduced to 1d2 Con drain.
Snakebite (Ex) A molydeus’s snake head can strike independently of the demon’s other actions. It can make a bite attack as a free action once per round while the molydeus takes any other standard or full-round action. The snake head always strikes as a secondary attack.

Demon, Nabasu (Mature)      CR 10

Nabasu, MatureXP 9,600
Advanced giant nabasu demon (Pathfinder RPG Bestiary 64, Pathfinder RPG Bestiary 294, Pathfinder RPG Bestiary 295)
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +25

DEFENCE
AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural, -1 size)
hp 139 (9d10+90)
Fort +13, Ref +10, Will +11
DR 10/cold iron or good; Immune death effects, electricity, paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19

OFFENCE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +18 (1d8+10), bite +18 (2d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks death-stealing gaze, sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +14)
At will—deeper darkness, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 21)
3/day—enervation, silence (DC 18), vampiric touch
1/day—mass hold person (DC 23), regenerate, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)

STATISTICS
Str 30, Dex 19, Con 30, Int 19, Wis 20, Cha 23
Base Atk +9; CMB +20; CMD 35
Feats Cleave, Combat Expertise, Dodge, Improved Initiative, Power Attack
Skills Acrobatics +16, Bluff +20, Fly +14, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +25, Sense Motive +17, Stealth +12 (+20 in shadowy conditions), Survival +17, Use Magic Device +17; Racial Modifiers +8 Perception, +8 Stealth in shadowy areas
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.

ECOLOGY
Environment any (The Abyss)
Organization solitary
Treasure standard

SPECIAL ABILITIES
Death-Stealing Gaze (Su) As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 20 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu’s control. A nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.

Demon, Yochlol      CR 8

YochlolXP 4,800
Fiendish Codex I: Hordes of the Abyss 54
CE Medium outsider (chaotic, demon, evil, extraplanar, shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +19

DEFENCE
AC 21, touch 21, flat-footed 15 (+5 deflection, +6 Dex) or
drow form 21, touch 14, flat-footed 17 (+7 armour, +4 Dex)
hp 105 (10d10+50)
Fort +8, Ref +13, Will +9
DR 10/good; Immune acid, electricity, mind-affecting effects, poison; Resist cold 10, fire 10; SR 19

OFFENCE
Speed 30 ft., climb 30 ft. in spider form
Melee 8 tendrils +16 (1d4+4) or drow form +1 rapier +17/+12 (1d6+5/18-20) or spider form bite +16 (1d6+6 plus poison)
Ranged drow form mwk hand crossbow +17 (1d4/19-20)
Spell-Like Abilities (CL 10th; concentration +15)
At will—detect thoughts (DC 17), dominate person (DC 16), darkness, desecrate, greater teleport (self plus 50 pounds of objects only), spider climb, stone shape, web (DC 17)

YochlolSTATISTICS
Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 20
Base Atk +10; CMB +14; CMD 30
Feats Alertness, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (hand crossbow)B, Persuasive, Weapon Finesse
Skills Bluff +18, Diplomacy +18, Escape Artist +16 (+14 humanoid form), Intimidate +18, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (planes) +17, Perception +19, Sense Motive +19, Stealth +19 (+17 humanoid form)
Languages Abyssal, Common, Drow Sign Language, Elven, Undercommon; telepathy 100 ft.

ECOLOGY
Environment The Demonweb Pits
Organization solitary
Treasure none in true or spider forms, NPC gear in drow form (as a 10th-level NPC; +2 mithral chainmail, +1 rapier, masterwork hand crossbow with 20 bolts, cloak of Charisma +2, 1,130 gp in assorted coins and jewelry)

SPECIAL ABILITIES
Gaseous Form (Su) A yochlol can assume gaseous form, appearing as a roiling cloud of oily green smoke. In this form, a yochlol’s statistics do not change, although it is treated as if under the effects of a gaseous form spell that cannot be dispelled. A gaseous yochlol can use contact other plane at will as an additional spell-like ability. Any creature sharing the same square as a gaseous yochlol at the end of that creature’s turn is affected as if by a stinking cloud spell (Fort DC 20 negates).
Lolth’s Favor (Su) As a handmaiden of Lolth, a yochlol receives the spider queen’s favour in the form of a deflection bonus to its Armour Class equal to its Charisma bonus. It does not retain this bonus while in humanoid form, but it does retain the bonus in its gaseous and spider forms.
Mind Blank (Su) A yochlol is protected at all times by the equivalent of a mind blank spell. This effect cannot be dispelled.
Poison (Ex) Bite—injury; save Fort DC 20, frequency 1/round for 6 rounds, effect 1d3 Con damage, cure 1 save. The poison save DC is Constitution-based.
Rapid Shapeshifter (Ex) A yochlol can shift between its four forms with astounding speed. Changing shape is a swift action that a yochlol can perform as often as once per round.

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