Larvae Petitioner

This revolting maggot-like entity raises a grotesque head that bears a haunting resemblance to a face you once knew.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

The depths of the Abyss house a particularly grotesque petitioner: the Larvae. These unsettling creatures, reminiscent of pallid maggots, possess heads eerily similar to their mortal countenance. The ever-present, corruptive energy of the Abyss influences these souls. Given enough time and sustenance on the malevolent filth, they can undergo a ghastly transformation into demons themselves.

CR 1 XP 400
Human petitioner (Larvae)
CE Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC
10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed
30 ft.
Melee bite +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment
Abyss
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
CREATING A LARVAE PETITIONER
 

Dretch

This creature’s bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.

Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch’s existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve. The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life. Unlike most demons, a dretch’s slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity. A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals—yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.

CR 2 XP 600
CE
Small outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC
14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 18 (2d10+7)
Fort +5, Ref +0, Will +3
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed
20 ft.
Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
Spell-Like Abilities (CL 2nd; concentration +2)
1/day—cause fear (DC 11), stinking cloud (DC 13), summon (level 1, 1 dretch 35%)
STATISTICS
Str
12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Escape Artist +5, Perception +5, Stealth +9
Languages Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, gang (3–5), crowd (6–12), or mob (13+)
Treasure none
 

Cambion

This red-skinned, demonic woman has a forked tongue, a long red tail, and a pair of black horns sprouting from her brow.

Image by DM Omareth

When an incubus procreates with a humanoid in the Abyss, and the mortal parent resides on that plane throughout the pregnancy, the gestating child absorbs enough Abyssal energy to be born not as a half-demon, but as a type of humanoid demon known as a cambion.  Cambions are true outsiders. The majority of cambions have red skin, horns on their heads, and cloven hooves for feet—the fiendish aspects of cambions’ appearance don’t range as widely as those of tieflings. A typical cambion stands 6 feet tall and weighs 190 pounds.

CR 2 XP 600
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural)
hp 22 (3d10+6)
Fort +5, Ref +2, Will +4
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13
OFFENSE
Speed
30 ft.
Melee mwk scimitar +6 (1d6+2/18–20), claw +0 (1d4+1/19–20) or 2 claws +5 (1d4+2/19–20)
Ranged mwk composite longbow +5 (1d8+2/×3)
Special Attacks sadistic strike, sinfrenzy
Spell-Like Abilities (CL 3rd; concentration +5)
3/day—command (DC 13)
1/day—charm person (DC 13), death knell (DC 14), enthrall (DC 14)
STATISTICS
Str
15, Dex 13, Con 14, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 16
Feats Deceitful, Power Attack
Skills Acrobatics +7, Bluff +10, Disguise +10, Intimidate +8, Perception +7, Sense Motive +7, Stealth +7
Languages Abyssal, Common; telepathy 30 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, gang (3–7), or cult (8–13)
Treasure NPC gear (studded leather, mwk scimitar, mwk composite longbow [+2 Str] with 20 arrows, other treasure)
SPECIAL ABILITIES
Sadistic Strike (Su)
Cambions excel at causing pain and anguish. Cambions always treat any weapons with which they attack (including natural weapons and spells with attack rolls) as if they had the Improved Critical feat for the weapons.
Sinfrenzy (Su) Every cambion carries an excessive capacity for one of the seven classical sins, determined at the moment of the cambion’s birth and depending on the nature of his humanoid parent’s greatest sin. Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a frenzied state as a free action. While a cambion is in this frenzy, his land speed increases by 10 feet and he gains a +1 bonus on Reflex saves and attack rolls. These bonuses do not stack with those granted by haste or similar effects, but if the cambion has at least 1 level in the class listed for his specific sin, the sinfrenzy grants an additional effect.
Envy (cleric): Cambion clerics covet the gods’ power. When they are in a sinfrenzy, their channel energy effect increases by 1d6.
Gluttony (alchemist): Cambion alchemists enjoy drinking extracts, potions, mutagens, and even poisons. When they are in a sinfrenzy, their bombs deal an additional die of damage.
Greed (rogue): Cambion rogues are obsessed with gathering wealth and power. When they are in a sinfrenzy, cambion rogues deal an additional die of sneak attack damage.
Lust (bard): Cambion bards seek to dominate and control others, turning them into slaves. When cambion bards are in a sinfrenzy, the bonuses granted by their inspire courage, inspire competence, inspire greatness, and inspire heroics abilities increase by 1. The save DCs of their bardic performances also increase by 1.
Pride (wizard): Cambion wizards believe their magic is the greatest. When they are in a sinfrenzy, their spell save DCs increase by 1.
Sloth (fighter): Cambion fighters bleed slowly. When entering a sinfrenzy, they gain 2 temporary hit points per Hit Die that disappear when the sinfrenzy ends.
Wrath (ranger): Cambion rangers attack with savage hatred. When they are in a sinfrenzy, their favored enemy bonuses increase by 2.
 

Quasit

Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.

The quasit is perhaps the least powerful demon, yet it is not the least respected—even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong. A quasit’s first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous. A typical quasit stands a foot and a half tall, and weighs only 8 pounds. Alone among the demonic horde, quasits do not form from the dead souls of evil mortals. Instead, they form from living souls—when a spellcaster seeks out a quasit to serve him as a familiar, his soul brushes against the Abyss and it reacts, carving from itself a quasit linked to that spellcaster’s soul and forming a powerful bond between the two. Newly created quasits are birthed directly into the Material Plane, where they become familiars, and while bonded to their masters’ wills, all quasits hate and loathe their lieges, as they can feel the pulse of their lords’ souls and know that they could have been more. A quasit serves, yet it watches and waits for mistakes that might cost its master’s life, or even better, an error that might let the quasit turn against its master. When a quasit’s master dies, the quasit can attempt to follow the master’s soul into the Great Beyond by making a DC 15 Will save. This functions as plane shift, but affects only the quasit and transports it into the Abyss and places its master’s soul in the quasit’s possession as a writhing larvae rather than using the evil master’s soul to create new demonic life. In this manner, a quasit can use its newly captured soul to bargain with more powerful denizens of the lower planes, and perhaps secure a vile transformative “promotion” to a more powerful form of life in the process. Rarely, a quasit elects to ignore its master’s death and instead remains on the Material Plane to seek other ways to entertain itself—usually settling in an urban area where there are plenty of folk to torment.

CR 2 XP 600
CE
Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC
16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +5, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed
20 ft., fly 50 ft. (perfect)
Melee 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +6)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
STATISTICS
Str
8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +3; CMB +0; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +7, Stealth +16
Languages Abyssal, Common; telepathy (touch)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)
ECOLOGY
Environment
any (Abyss)
Organization solitary or flock (2–12)
Treasure standard
SPECIAL ABILITIES
Poison (Ex)
Claw—injury; save Fortitude DC 13 (includes a +2 racial bonus); frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
 

Abrikandilu

This deformed, horned, hunch-backed humanoid has a forked, ratlike tail and two thumbs on each taloned hand.

Known as wrecker demons, abrikandilus delight in destroying beauty, be it by rending a fine painting to shreds, reducing a magnif icent statue to rubble, or scarring a lovely face. Abrikandilus are formed from the souls of mortals who vandalized art or defaced objects of exquisiteness, particularly those whose acts of destruction were born from jealousy. All abrikandilus loathe only one thing more than beauty—their own ref lections. Curiously, the faces of other abrikandilus do not vex a wrecker demon, but the sight of its own deformed shape drives an abrikandilu into a furious, brutish anger, impelling it to focus all of its energy on breaking the object, usually a mirror, in which it can see itself.  Abrikandilus are often used as ground troops in demonic wars, for they are excellent grunts on the battlefield and don’t require weapons or armor to excel at combat. Their penchant for demolishing works of art functions as an additional demoralizing element in battle, for even when abrikandilus are defeated, the damage they have dealt endures as a constant reminder of the value of what they destroyed.  An abrikandilu stands 4 feet tall and weighs 200 pounds.

CR 3 XP 800
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC
15, touch 10, flat-footed 15 (+5 natural)
hp 32 (5d10+5)
Fort +5, Ref +4, Will +3
DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Weaknesses hatred of mirrors
OFFENSE
Speed
30 ft.
Melee bite +7 (1d6+2 plus mutilation), 2 claws +7 (1d4+2)
Ranged improvised weapon +5 (1d6+2)
Special Attacks destructive attacks, mutilation
Spell-Like Abilities (CL 5th; concentration +6)
3/day—cause fear (DC 12), shatter (DC 13)
1/day—summon (level 1, 1 abrikandilu 50%)
STATISTICS
Str
15, Dex 11, Con 12, Int 6, Wis 10, Cha 13
Base Atk +5; CMB +7 (+9 sunder); CMD 17 (19 vs. sunder)
Feats Improved Sunder, Iron Will, Power Attack, Throw Anything
Skills Appraise +6, Climb +10, Disable Device +8, Perception +12
Racial Modifiers +4 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or gang (3–12)
Treasure standard (thieves’ tools, other treasure, but any art objects are broken)
SPECIAL ABILITIES
Destructive Attacks (Ex)
An abrikandilu’s natural attacks can threaten and confirm critical hits against objects. In addition, an abrikandilu gains a +5 racial bonus on Strength checks to break or destroy objects.
Hatred of Mirrors (Ex) An abrikandilu loathes the sight of its own reflection. Using a mirror grants a +5 bonus on Intimidate checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM’s discretion, some shields could be considered mirrors) must attempt a DC 15 Will save at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror.
Mutilation (Su) An abrikandilu’s bite causes horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature’s sense of self-worth. A creature bitten by an abrikandilu must succeed at a DC 13 Fortitude save or gain a –1 penalty on all Charisma-based checks. This penalty stacks, up to a –5 penalty, and it lasts even after the wounds are healed. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0. This is a curse effect. The save DC is Constitution-based.
 

Vermlek

A hideous, pale, wormlike head pushes violently up and out of a corpulent man’s body.

Vermleks form from the souls of those who habitually violated the dead in life, such as grave robbers, necromancers, and necrophiles. Demonic armies often use them as disposable troops in war, with vermleks inhabiting the bodies of slain humanoid enemies to infiltrate and destroy any surviving humanoids from within their own society. When inhabiting bodies, vermleks tend to mutter and mumble rather than speaking clearly, as they know that a keen eye that peers into the body’s mouth can swiftly discern the horrible truth within.  Despite the fact that they are often used as battleground troops, vermleks have little taste for war and, left alone, prefer to live in hiding among humanoids on the Material Plane. There, disguised as laborers like gravediggers or dung sweepers, they can revel in their ghoulish, taboo lusts.  Outside of a host body, a vermlek appears as a worm with four long tails, each of which ends in a tangle of filaments. In this form, the demon is 7 feet long and weighs 90 pounds.

CR 3 XP 800
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init –1; Senses blindsense 30 ft., darkvision 60 ft., scent; Perception +8
DEFENSE
AC
15, touch 9, flat-footed 15 (+3 armor, –1 Dex, +3 natural)
hp 30 (4d10+8)
Fort +8, Ref +0, Will +5
Defensive Abilities abandon flesh, flesh armor, negative energy affinity; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 14
OFFENSE
Speed
30 ft., burrow 20 ft.
Melee longsword +6 (1d8+2/19–20), bite +1 (1d6+1)
Special Attacks inhabit body
Spell-Like Abilities (CL 3rd; concentration +4)
3/day—mass inflict light wounds (DC 16), spider climb
1/day—gentle repose, summon (level 2, 1d4 dretches 50%)
STATISTICS
Str
15, Dex 9, Con 14, Int 12, Wis 13, Cha 12
Base Atk +4; CMB +6; CMD 15
Feats Deceitful, Great Fortitude
Skills Bluff +10, Disguise +10 (+18 when inhabiting a corpse), Escape Artist +6 (+14 when not inhabiting a corpse), Knowledge (religion) +8, Perception +8, Sense Motive +8, Use Magic Device +8
Racial Modifiers +8 Disguise when inhabiting a corpse, +8 Escape Artist when not inhabiting a corpse
Languages Abyssal, Common; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss; battlefields or graveyards)
Organization solitary or nest (2–10)
Treasure standard (longsword, other treasure)
SPECIAL ABILITIES
Abandon Flesh (Su)
As a swift action, a vermlek can abandon an inhabited body, crawling hideously out of its host and leaving behind an empty sack of skin and bits of gristle. In so doing, it absorbs much of the body’s flesh to heal itself, regaining 2d6+3 hit points. A vermlek cannot later reclaim this body with its inhabit body ability.
Flesh Armor (Su) When a vermlek inhabits a humanoid body (see Inhabit Body below), it treats the dead flesh and muscle as armor, gaining a +3 armor bonus to its AC.
Inhabit Body (Su) A vermlek can crawl into the body of any dead Medium humanoid, consuming and replacing the bulk of the humanoid’s skeleton and internal organs as it does so. This process takes 1d4 rounds, during which the vermlek is flat-footed. Once the process is complete, the vermlek appears for all practical purposes to be a living but hideously obese version of the previous humanoid—it gains a +8 racial bonus on Disguise checks to appear as a normal humanoid while wearing a dead body in this manner, but does not gain any of the abilities that the dead creature had in life, including natural attacks, unusual movement types, or natural armor. It loses its own burrow speed while inhabiting a body but gains the ability to wield weapons or wear armor shaped for humanoidss (although the armor bonus granted by wearing armor does not stack with the bonus granted by the vermlek’s flesh armor ability).
 

Schir

This goat-headed humanoid is covered in a mangy gray hide that only partly covers its gaunt but muscled frame.

A schir resembles a tall, muscular humanoid with the head and hooves of a demonic goat. A ragged hide covers patches of a schir’s body, usually around the forearms and lower legs, with a crest-like patch running down from the creature’s crown to the nape of its neck. Schir demons are 7 feet tall, though they usually stoop and so appear shorter, and weigh 300 pounds. Also known as spite demons, schirs are among the most violent and vile-tempered inhabitants of the Abyss. Schirs are formed from the souls of mortals who either committed or framed others for heinous crimes—acts committed for the sole purpose of petty retribution. Despite such origins, schirs occupy one of the lowest orders in the demonic hierarchy, often serving as front-line infantry in demonic armies or as guards for minor demonic commanders. Although not especially intelligent, schirs are cunning warriors and able sentries. Although they prefer to charge into combat, a schir’s natural jumping ability makes it a nimble enemy, capable of using its surroundings astutely. A schir will often jump on top of rocks, crumbling walls, or any other high place to hack with its disease-ridden halberd. For all of schirs’ capabilities, their spitefulness makes them distrustful of any creature that has not proven its greater power and strength numerous times. A schir set loose upon the Material Plane quickly seeks to set itself up as a leader of its own army— often, schirs seek out tribes of savage humanoids and attempt to replace the current leaders. They are particularly fond of infiltrating gnoll tribes.

CR 4 XP 1,200
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +13
DEFENSE
AC
19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 37 (5d10+10)
Fort +6, Ref +3, Will +3
DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15
OFFENSE
Speed
30 ft.
Melee mwk halberd +10 (1d10+4/×3 plus disease), gore +3 (1d6+1) or gore +8 (1d6+4)
Special Attacks powerful charge (gore, 3d6+4)
Spell-Like Abilities (CL 6th; concentration +4)
Constant—see invisibility, tongues
3/day—arcane lock, expeditious retreat, protection from good
1/day—summon (level 2, 1d3 schirs 20%)
STATISTICS
Str
17, Dex 14, Con 15, Int 8, Wis 5, Cha 6
Base Atk +5; CMB +8; CMD 20
Feats Iron Will, Power Attack, Weapon Focus (halberd)
Skills Acrobatics +10 (+18 jumping), Climb +11, Intimidate +6, Perception +13, Survival +2
Racial Modifiers +8 Acrobatics when jumping, +8 Perception
Languages Abyssal; telepathy 100 ft., tongues
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or pack (2–8)
Treasure standard (masterwork halberd, other treasure)
SPECIAL ABILITIES
Disease (Ex)
A schir gnaws constantly at the ends of its halberd. This infuses the blades with disease from the demon’s filthy spittle. Any creature struck by a schir’s halberd must succeed at a DC 14 Fortitude save or contract gray pox—a frightening disease that causes weakness, gray splotches on the skin, and eventual catatonia. The save DC is Constitution-based.
Gray Pox: Halberd—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves.
 

Brimorak

This muscular, red-eyed, goat-headed demon wields a burning sword. Fire licks up from its flaming hooves.

Brimoraks are demons born from the souls of arsonists, and in their fiendish lives, they love nothing more than setting fires. A brimorak stands 3 feet tall and weighs 80 pounds.

CR 5 XP 1,600
CE
Small outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +18
Aura smoke breath (5 ft., DC 17)
DEFENSE
AC
18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +3
Defensive Abilities boiling blood; DR 5/cold iron or good; Immune electricity, fire; Resist acid 10, cold 10; SR 16
Weaknesses vulnerability to cold
OFFENSE
Speed
30 ft.
Melee longsword +11/+6 (1d6+3/19–20 plus 1d6 fire), hoof +5 (1d3+1 plus 1d6 fire)
Special Attacks burning hooves, breath weapon (20-ft. line of boiling blood, 5d6 fire damage, Ref DC 17 half, once every 1d4 rounds)
Spell-Like Abilities (CL 6th; concentration +8)
3/day—dispel magic, heat metal (DC 14), produce flame
1/day—air walk, fireball (DC 15), greater teleport (self plus 50 lbs. of objects only), summon (level 3, 1 brimorak 50%)
STATISTICS
Str
17, Dex 16, Con 19, Int 12, Wis 12, Cha 15
Base Atk +6; CMB +8; CMD 21
Feats Combat Casting, Improved Initiative, Weapon Focus (longsword)
Skills Acrobatics +12, Bluff +11, Knowledge (engineering, planes) +10, Perception +18, Sense Motive +10, Stealth +16
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic, Ignan; telepathy 100 ft.
SQ flaming weapon
ECOLOGY
Environment
any (Abyss)
Organization solitary, band (2–6), or platoon (7–16)
Treasure standard (longsword, other treasure)
SPECIAL ABILITIES
Boiling Blood (Su)
Any creature that damages a brimorak with a non-reach slashing or piercing melee weapon is sprayed with its blood, taking 1d4 points of fire damage on each successful hit with such a weapon.
Burning Hooves (Su) A brimorak’s burning hooves leave scorched prints. Survival checks to track a brimorak are attempted with a +8 circumstance bonus. Against a prone foe, a brimorak can make two hoof attacks rather than just one.
Flaming Weapon (Su) As a free action, a brimorak can cause a single wielded melee weapon to deal 1d6 additional points of fire damage on a successful hit. This fire damage stacks with any fire damage that the weapon might also deal. The weapon loses this ability if it leaves the demon’s grasp.
Smoke Breath (Su) A brimorak’s breath surrounds it to a radius of 5 feet. A creature who begins its turn in this area must make a successful DC 17 Fortitude save or become sickened for 1 round. A creature gains immunity to a particular brimorak’s breath for 24 hours with a successful save. This is a poison effect. The save DC is Constitution-based.
 

Babau

This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.

The babau is an assassin, a murderer, and a sadist— certainly not traits unusual in the demons, yet the babau’s penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence. A babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid. A babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers—those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.

CR 6 XP 2,400
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
DEFENSE
AC
19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 73 (7d10+35)
Fort +10, Ref +6, Will +5
Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
OFFENSE
Speed
30 ft.
Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7/×3), bite +7 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 7th; concentration +10)
Constant—see invisibility (self plus 50 lbs. of objects only)
At will—darkness, dispel magic, greater teleport
1/day—summon (level 3, 1 babau at 40%)
STATISTICS
Str
21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
Base Atk +7; CMB +12; CMD 23
Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22
Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or gang (3–8)
Treasure standard (longspear, other treasure)
SPECIAL ABILITIES
Protective Slime (Su)
A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
 

Incubus

This darkly handsome humanoid’s batlike wings, curving horns, and bestial legs betray his demonic origin.

An incubus in his true form is always muscular and attractive, with long hair and intense eyes. His skin can be of any color, but is always smooth and silky. When not using his wings for flight, an incubus can fold them to drape across its shoulders like a cloak—many decorate both the inside and outside of their wings with tattoos, ink, or self-inflicted scars. Incubi stand between 6 and 6-1/2 feet tall and typically weigh 200 pounds. When not in battle, incubi serve as counselors, torturers, and companions for greater demons. They are also often conjured for similar roles by mortal spellcasters, although care must be taken in dalliances with incubi, for they delight in causing pain to their companions. Like succubi, incubi form from the chaotic evil souls of particularly lustful and rapacious mortals. Yet whereas succubi are subtle and methodical about using their charms to cause ruin, the typical incubus is forthright and forceful about his insatiable desires.

CR 6 XP 2,400
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 76 (8d10+32)
Fort +10, Ref +6, Will +8
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
OFFENSE
Speed
30 ft., fly 50 ft. (average)
Melee mwk scimitar +14/+9 (1d6+7/18–20) or 2 slams +13 (1d4+5)
Special Attacks pain redoubled
Spell-Like Abilities (CL 8th; concentration +13)
Constant—tongues
At will—charm person (DC 16), detect thoughts (DC 17), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 18)
1/day—crushing despair (DC 19), summon (level 3, 2 schirs 40%)
STATISTICS
Str
20, Dex 15, Con 18, Int 16, Wis 15, Cha 21
Base Atk +8; CMB +13; CMD 25
Feats Flyby Attack, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +6, Bluff +16, Diplomacy +16, Escape Artist +6, Fly +13, Intimidate +24, Knowledge (planes) +14, Perception +21, Sense Motive +13, Spellcraft +11, Stealth +11
Racial Modifiers +8 Intimidate, +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft., tongues
SQ change shape (Small or Medium humanoid; alter self)
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or wing (2–8)
Treasure standard (masterwork scimitar, other treasure)
SPECIAL ABILITIES
Pain Redoubled (Su)
When an incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19 Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.
 

Yaenit

Patches of fur adorn the sickly flesh of this gangly but muscular hyena-headed humanoid.

Violent progenitors of Lamashtu’s earthly broods, the yaenit demons’ purpose is to protect Lamashtu’s priestesses and their unholy spawn. Yaenits rise from the souls of evil mortals who in life were exceptionally cruel bullies and tormentors. Their resemblance to gnolls is no coincidence, as many yaenits form from the spirits of gnolls in the Abyss. Gnolls, for their part, revere yaenits as embodiments of Lamashtu’s will, and worship these demons as representatives of both the Mother of Monsters and her unholy designs for her devoted gnoll followers.  Terrifying predators, yaenits’ deceptively stooped and gangly physiques belie the 300 pounds of knotted and powerful muscle tied to their solid black bones. A yaenit is 6-1/2 feet tall.

CR 6 XP 2,400
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +10
Aura hallucinatory aura (20 ft., DC 17)
DEFENSE
AC
19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 76 (8d10+32)
Fort +10, Ref +8, Will +5
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed
40 ft.
Melee mwk falchion +14/+9 (2d4+7/18–20), bite +8 (1d6+2)
Special Attacks break bones
Spell-Like Abilities (CL 8th; concentration +11)
Constant—see invisibility
At will—darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—hold person (DC 16), vampiric touch
1/day—summon (level 3, 1 yaenit 40%)
STATISTICS
Str
20, Dex 14, Con 19, Int 9, Wis 13, Cha 16
Base Atk +8; CMB +13; CMD 26
Feats Cleave, Dodge, Iron Will, Power Attack
Skills Acrobatics +11, Bluff +12, Climb +14, Intimidate +10, Knowledge (planes) +8, Perception +10, Stealth +11
Languages Abyssal, Celestial, Draconic, Gnoll; telepathy 100 ft.
ECOLOGY
Environment
any (the Abyss)
Organization solitary, pack (2–5), or clan (6–12)
Treasure standard (mwk falchion, other treasure)
SPECIAL ABILITIES
Break Bones (Ex)
Whenever a yaenit scores a critical hit with its bite attack, its opponent must succeed at a DC 19 Fortitude save or have its base speed reduced by 10 feet (to a minimum of 5 feet). This penalty remains until the affected creature benefits from any amount of magical healing or a successful DC 20 Heal check. The save DC is Strength-based.
Hallucinatory Aura (Su) Any creature coming within 20 feet of a yaenit must succeed at a DC 17 Will save or succumb to the demon’s foul, mind-warping magic. A creature affected by a yaenit’s hallucinatory aura takes a –2 penalty on Will saves, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks for as long as it remains within the aura’s range and for 1d4–1 rounds after leaving the area of effect. This is a mind-affecting effect. Whether or not the save is successful, an affected creature is immune to the same yaenit’s hallucinatory aura for 24 hours. The save DC is Charisma-based.
 

Invidiak

Only this shadowy bat-winged demon’s teeth and claws have any sense of physicality to them—the rest is lost in darkness.

Tales of demonic possession are common, used often by the ignorant to explain strange or violent behavior. While the majority of such cases are merely manifestations of madness or derangement, those that are legitimate possessions are often the work of shadow demons. Unlike many demons, shadow demons are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body.

CR 7 XP 3,200
CE
Medium outsider (chaotic, demon, evil, extraplanar, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC
18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
hp 59 (7d10+21)
Fort +5, Ref +11, Will +7
Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17
Weaknesses sunlight powerlessness
OFFENSE
Speed
fly 40 ft. (perfect)
Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold)
Special Attacks pounce, sprint, shadow blend
Spell-Like Abilities (CL 10th; concentration +14)
At will—deeper darkness, fear (DC 18), greater teleport (self only), telekinesis (DC 19)
3/day—shadow conjuration (DC 18), shadow evocation (DC 19)
1/day—magic jar (DC 19), summon (level 3, 1 shadow demon 50%)
STATISTICS
Str
—, Dex 18, Con 17, Int 14, Wis 14, Cha 19
Base Atk +7; CMB +11; CMD 25
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Skills Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14
Racial Modifiers +8 Perception
Languages Abyssal, Common; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or haunt (3–8)
Treasure standard
SPECIAL ABILITIES
Sprint (Ex)
Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.
Shadow Blend (Su) During any conditions other than bright light, a shadow demon can disappear into the shadows as a move action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.
Sunlight Powerlessness (Ex) A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.
 

Succubus

Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman.

Image by Andreas Nass - www.andreasnass.de

Among the demon hordes, a succubus can often rise to incredible heights of power through her manipulations and sensual charms, and many a demonic war has raged due to the subtle machinations of such creatures. A succubus is formed from the souls of particularly lustful and rapacious evil mortals.

CR 7 XP 3,200
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE
AC
20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 84 (8d10+40)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
OFFENSE
Speed
30 ft., fly 50 ft. (average)
Melee 2 claws +11 (1d6+1)
Special Attacks energy drain, profane gift
Spell-Like Abilities (CL 12th; concentration +20)
Constant—detect good, tongues
At will—charm monster
(DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch (DC 23), summon (level 3, 1 babau 50%)
1/day—dominate person
STATISTICS
Str
13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14
Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid)
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or harem (3–12)
Treasure double
SPECIAL ABILITIES
Energy Drain (Su)
A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
 

Nabasu

This lanky fiend’s mouth is filled with sharp fangs, while great bat-like wings stretch from its scaly hide.

Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu’s lifecycle does not change, and that further developments await them as they continue to grow. These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.

CR 8 XP 4,800
CE
Medium outsider (chaotic, demon, evil, native)
Init +7; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC
22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural)
hp 103 (9d10+54)
Fort +9, Ref +9, Will +9
DR 10/cold iron or good; Immune death effects, electricity, paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19
OFFENSE
Speed
30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+6), bite +15 (1d8+6)
Special Attacks consume life, death-stealing gaze, sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +12)
At will—deeper darkness, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19)
3/day—enervation, silence (DC 16), vampiric touch
1/day—mass hold person
(DC 21), regenerate, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)
STATISTICS
Str
22, Dex 17, Con 22, Int 15, Wis 16, Cha 19
Base Atk +9; CMB +15; CMD 29
Feats Cleave, Combat Expertise, Dodge, Improved Initiative, Power Attack
Skills Acrobatics +15, Fly +15, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +23, Sense Motive +15, Stealth +15 (+23 in shadowy conditions), Survival +15
Racial Modifiers +8 Perception, +8 Stealth in shadowy areas
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Consume Life (Su)
When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points.
Death-Stealing Gaze (Su) As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its deathstealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 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.
 

Vrock

A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.

Image by DM Omareth

Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk. A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.

CR 9 XP 6,400
CE
Large outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC
22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 112 (9d10+63)
Fort +13, Ref +10, Will +6
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
OFFENSE
Speed
30 ft., fly 50 ft. (average)
Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech
Spell-Like Abilities (CL 12th; concentration +15)
At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)
1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
STATISTICS
Str
21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15, Spellcraft +14, Stealth +10, Survival +15
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or gang (3–10)
Treasure standard
SPECIAL ABILITIES
Dance of Ruin (Su)
A vrock can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
 

Kalavakus

This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.

Known to some as “horned demons,” the kalavakus demons are hulking, muscled beasts. They work as slavers on the Abyss, sometimes as harem keepers or captains of the guard for a more powerful demon, and at other times as mercenaries who sell their captured victims for profit to anyone with the funds to pay. A kalavakus is 7 feet tall and weighs 450 pounds. They form from the souls of evil mortals who were slavers in their mortal lives.

CR 10 XP 9,600
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +24
DEFENSE
AC
25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
hp 125 (10d10+70)
Fort +10, Ref +8, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21
OFFENSE
Speed
30 ft.
Melee bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)
Special Attacks enslave soul, horns, powerful charge (gore, 4d6+12)
Spell-Like Abilities (CL 12th; concentration +15)
At will—command (DC 14), greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)
3/day—air walk, dominate person (DC 18), haste
1/day—greater command (DC 18), summon (level 4, 1 kalavakus 40%), symbol of persuasion (DC 19)
STATISTICS
Str
22, Dex 13, Con 24, Int 15, Wis 17, Cha 16
Base Atk +10; CMB +16 (+22 disarm); CMD 27
Feats Combat Expertise, Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack
Skills Acrobatics +14, Climb +19, Intimidate +16, Knowledge (planes) +15, Perception +24, Sense Motive +16, Stealth +14, Use Magic Device +16
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (the Abyss)
Organization solitary, pair, or slaver gang (3–6 kalavakuses plus 10–20 slaves)
Treasure standard
SPECIAL ABILITIES
Enslave Soul (Su)
A kalavakus can attempt to enslave the soul of any mortal creature within 60 feet as a swift action. The kalavakus must have line of sight to the target. The target can resist this special attack with a DC 18 Will save, but is staggered for 1 round even if the save is successful. If the save is successful, the creature is immune to this ability for 24 hours. If the save is a failure, the target’s soul is enslaved—this creature takes a –6 penalty on all attack rolls and saving throws against that kalavakus. If a creature with an enslaved soul is slain by that kalavakus, the soul immediately infuses the demon’s body, affecting it with a heal spell (CL 12th). A kalavakus can have only one mortal soul enslaved at a time—if it enslaves a second soul, the first is released. This is a mind-affecting death effect. The save DC is Charisma-based.
Horns (Ex) The kalavakus’s numerous horns can easily catch weapons and yank them away from opponents. The demon gains a +4 racial bonus on all disarm attempts as a result.
 

Hezrou

This fiend’s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.

The hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of a hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish taste— signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to incest and poor breeding as they do to a hezrou’s proximity. Although quite intelligent, a hezrou can fairly be said to waste its intellect. They prefer the simple pleasures—slumber, the thrill of torture, the bliss of feasting on a living meal, or the joy of feeling something beautiful breaking and crumbling in a clenched fist. They do not often seek to build empires or lead cults—although few hezrous would turn away prospective minions who came to serve the demon on their own. These monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, and alchemists who cared not how their experiments polluted the environment.

CR 11 XP 12,800
CE
Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +23
Aura stench (DC 24, 10 rounds)
DEFENSE
AC
25, touch 9, flat-footed 25 (+16 natural, –1 size)
hp 145 (10d10+90)
Fort +16, Ref +3, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22
OFFENSE
Speed
30 ft., swim 30 ft.
Melee bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks nausea
Spell-Like Abilities (CL 13th; concentration +17)
At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
3/day—gaseous form(DC 21), summon (level 4, 1 hezrou 35%)
1/day—blasphemy
STATISTICS
Str
27, Dex 11, Con 29, Int 14, Wis 14, Cha 18
Base Atk +10; CMB +19 (+23 grapple); CMD 29
Feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Climb +21, Escape Artist +10, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious
ECOLOGY
Environment
any swamp (Abyss)
Organization solitary or gang (2–4)
Treasure standard
SPECIAL ABILITIES
Nausea (Ex)
The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.
 

Coloxus

This figure would be the picture of elegance and refinement were it not for its grotesque fly head and shivering insectile wings.

Coloxus demons, known also as fly demons, resemble humans with the head of a fly and twin pairs of gossamer wings. Even their smallest movements and gestures seem infused with manic quickness and alertness. A coloxus prefers to wear opulent clothing and jewels that would rival the wealthiest nobility of any race. A coloxus is 6 feet tall and weighs 150 pounds. Ironically—given their grotesque, insectile appearance—coloxus demons are demons of vanity. They are formed from the souls of narcissistic mortals responsible for disasters or tragedy through their careless self-absorption. Despite their foul appearance, coloxus demons consider themselves cultured and elite. They are unusually patient and well mannered for demons, and as a result are often used as emissaries, diplomats, and negotiators by marilith generals, balors, and even demon lords. Even when facing hated foes, coloxus demons are the epitome of courtesy, but such manners are always a deceitful veneer, masking the creatures’ efforts to gain the upper hand. Evil mortal spellcasters are fond of conjuring coloxus demons for similar roles, but the monsters also work well as assassins. Even in this role, a coloxus is dignified and polite. Only when presented with a reflection of itself does the normally civilized coloxus show its true demonic colors—any creature foolish enough to trick a coloxus into looking at a mirror finds herself the eternal foe of an insulted and scandalized demon.

CR 12 XP 19,200
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., scent; Perception +31
DEFENSE
AC
26, touch 19, flat-footed 17 (+9 Dex, +7 natural)
hp 168 (16d10+80)
Fort +15, Ref +19, Will +9
DR 10/good; Immune electricity, disease, poison; Resist acid 10, cold 10, fire 10; SR 23
OFFENSE
Speed
30 ft., fly 60 ft. (good)
Melee bite +25 (1d6+4 plus siphon), 2 slams +25 (1d4+4)
Special Attacks droning wings, siphon, sneak attack +4d6
Spell-Like Abilities (CL 12th; concentration +18)
Constant—tongues
At will—contagion (DC 20), invisibility, suggestion (DC 19)
3/day—confusion (DC 20), haste, quickened invisibility, mind fog (DC 21)
1/day—giant vermin, shadow evocation (DC 21)
STATISTICS
Str
19, Dex 28, Con 20, Int 17, Wis 18, Cha 23
Base Atk +16; CMB +25; CMD 39
Feats Agile Maneuvers, Combat Reflexes, Deceitful, Flyby Attack, Hover, Improved Initiative, Quicken Spell-Like Ability (invisibility), Weapon Finesse
Skills Acrobatics +28, Appraise +14, Bluff +29, Diplomacy +14, Disguise +19, Fly +26, Knowledge (arcana, history, planes, religion) +14, Perception +31, Sleight of Hand +17, Stealth +28
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft., tongues
ECOLOGY
urban (Abyss)
Environment

Organization solitary, pair, or swarm (3–8)
Treasure double
SPECIAL ABILITIES
Droning Wings (Ex)
Once per day, when it flutters its wings as a standard action, a coloxus can create a mesmerizing display of color and a sound-dampening buzzing drone. All creatures within 30 feet that can see the coloxus must make a DC 24 Will save or be slowed for up to 6 rounds. Each subsequent round, the coloxus must take a swift action to maintain the effect or the effect ceases at the end of its turn. Additionally, the sound creates a buffer against sonic energy, granting the fly demon immunity to sonic attacks or effects while it continues to drone. The save DC is Charisma-based.
Siphon (Su) Any creature bitten by a coloxus must make a DC 23 Fortitude save or take 1d4 points of Charisma damage. A coloxus heals itself of 5 points of damage for every point of Charisma damage it deals. The save DC is Constitution-based.
 

Omox

This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.

Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated. A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.

CR 12 XP 19,200
CE
Medium outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 120 ft.; Perception +28
DEFENSE
AC
28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
hp 162 (13d10+91)
Fort +15, Ref +13, Will +12
DR 10/good; Immune acid, critical hits, disease, electricity, paralysis, poison, polymorph, sleep effects, stunning; Resist cold 10, fire 10; SR 23
OFFENSE
Speed
40 ft., climb 20 ft., swim 80 ft.
Melee 2 slams +21 (1d6+8 plus 3d6 acid and grab)
Ranged slime +20 (1d6 plus 3d6 acid and entangle)
Special Attacks smothering
Spell-Like Abilities (CL 12th; concentration +16)
At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap (see below), telekinesis (DC 19)
3/day—gaseous form, control water, poison (DC 18), stinking cloud (DC 17)
1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
STATISTICS
Str
26, Dex 25, Con 24, Int 15, Wis 19, Cha 18
Base Atk +13; CMB +21; CMD 39 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +23 (+27 jump), Climb +32, Escape Artist +23, Knowledge (dungeoneering) +18, Knowledge (planes) +18, Perception +28, Sense Motive +20, Stealth +23 (+33 when submerged), Swim +32
Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amorphous, amphibious, compression
ECOLOGY
Environment
any (the Abyss)
Organization solitary or clot (2–6)
Treasure standard
SPECIAL ABILITIES
Liquid Leap (Sp)
As long as an omox is in contact with liquid, it can use dimension door as a swift action (CL 12th); its starting and ending points must be connected by a contiguous mass of liquid.
Slime (Su) An omox’s nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The save DC is Constitution-based.
Smothering (Ex) An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim’s mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak and must hold its breath or suffocate.
 

Glabrezu

Four arms grace the torso of this towering monstrosity. The monster’s eyes shine with a mix of intelligence and cruelty.

Whereas the succubus is a demon that works her wiles by exploiting the physical lusts and needs of her prey, the glabrezu is a tempter of a different sort. Ferocious and bestial in form, the glabrezu is in fact a master of trickery and lies. With its ability to cloak its true form in pleasant illusions, the glabrezu uses its magic to grant wishes to mortal humanoids as a method of rewarding those who succumb to its guile and deceit. A wish granted by a glabrezu always fulfills the wisher’s need in the most destructive way possible—although such methods might not be immediately apparent. A struggling weaponsmith might wish for fame and skill at his craft, only to find that his best patron is a cruel and sadistic murderer who uses the weapons to further his destructive desires. A lonely man who wishes for a companion might have his wish granted in the form of a lost love returned to “life” as a vampire, and so on—the glabrezu is nothing if not creative in addressing a mortal’s desires. A glabrezu stands 18 feet tall and weighs just over 6,000 pounds. These treacherous demons form from the souls of the treasonous, the false, and the subversive—souls of mortals who, in life, bore false witness or used treachery and deceit to ruin the lives of others.

CR 13 XP 25,600
CE
Huge outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft., true seeing; Perception +26
DEFENSE
AC
28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 186 (12d10+120)
Fort +18, Ref +4, Will +11
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
OFFENSE
Speed
40 ft.
Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10), bite +20 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
Spell-Like Abilities (CL 14th; concentration +19)
Constant—true seeing
At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 lbs. of objects only), veil (self only), unholy blight, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
1/day—power word stun
1/month—wish (granted to a mortal humanoid only)
STATISTICS
Str
31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +24; CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (history) +18, Knowledge (local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17
Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and 2–5 vrocks)
Treasure standard
 

Oolioddroo

This skeletally thin woman has a mothlike face, flies upon dragonfly wings, and is wrapped in shadows.

Oolioddroos, known also as moth demons, are an especially insidious breed of fiend that can infest the brains of living creatures with their eggs, allowing them to manipulate their victims’ thoughts and minds from afar. This might mean an oolioddroo’s victim could go about its normal life for months or even years before the demon capitalizes on the link and forces it to undertake a particularly nefarious or vile deed. In the worst cases, the victim commits crimes or heinous acts at the oolioddroo’s bidding and then immediately forgets about these acts, creating the perfect sleeper agent who not only unknowingly does the oolioddroo’s bidding, but might, when not controlled, be significantly involved in efforts to oppose the acts of sabotage and terrorism the oolioddroo commands. To the oolioddroo, the torment, shame, and despair a victim feels upon realizing he’s been at least somewhat responsible for such actions is as delicious and delightful as the pain and suffering caused by the acts themselves.  An oolioddroo appears as a skeletally thin woman with gray flesh. Its shadow mantle typically appears in the form of a flowing, diaphanous gown of semisolid shadows and smoke, but the demon can make this defense appear to be black clothes or simply its own shadow. The oolioddroo’s deeply unsettling face is that of a horned moth, and her tongue, while flexible, is strong enough to penetrate flesh and bone with ease. An oolioddroo stands 6 feet tall, but weighs only 100 pounds. These sinister demons form from the souls of those who used brainwashing, mind control, and similar techniques, either magical or mundane, to trick or force the innocent into committing terrible acts of brutality.  Oolioddroos are particularly valued in more subtle invasions of the mortal realm, where the act of possession might be too blatant a tactic to use against the innocents of the world. When an oolioddroo does its job well, none even suspect demonic influence; instead they think that the devastating cruelties its influence has engendered rose entirely from the debased thoughts of lone fanatics or sociopaths.  An encounter with an oolioddroo can be rather complex due to the nature of the creature’s special abilities— especially if a PC is its intended victim. If an oolioddroo attempts to seize control of a lone PC, one tricky tactic is to simply ask the character’s player to attempt all the necessary rolls and checks beforehand. Typically, one of these demons attempts to implant eggs in a character who is alone or asleep, in which case that character can attempt a Perception check (at a –10 penalty if the character is sleeping) and a saving throw against the modify memory spell—if both fail, the implanted egg hatches without the player noticing. Thereafter, the source of the strange voices and compulsions in the character’s mind, as well as the source of the periodic suggestions and other magical attacks, can be as frighteningly mysterious to the player as they are to the character. Of course, the GM should take care not to go too far with this—and if a PC or an ally uses detect evil, for example, she might guess that something is afoot when a normally nonevil PC radiates an unexpected aura.

CR 13 XP 25,600
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., see thoughts; Perception +32
DEFENSE
AC
28, touch 22, flat-footed 20 (+4 deflection, +7 Dex, +1 dodge, +6 natural)
hp 175 (14d10+98)
Fort +11, Ref +16, Will +16
Defensive Abilities shadow mantle; DR 10/good; Immune electricity, mind-affecting effects, poison; Resist acid 10, cold 10, fire 10; SR 24
OFFENSE
Speed
30 ft., fly 40 ft. (perfect)
Melee 2 claws +21 (1d4+2), tongue +21 (1d6+2 plus thought siphon)
Special Attacks oviposition, sneak attack +3d6
Spell-Like Abilities (CL 14th; concentration +20)
At will—calm emotions (DC 18), charm person (DC 17), detect thoughts (DC 22), greater teleport (self plus 50 lbs. of objects only), invisibility, modify memory (DC 19), sending
3/day—hold person (DC 19), quickened invisibility, suggestion (DC 19)
1/day—dream, feeblemind (DC 21), nightmare (DC 21), summon (level 4, 1 oolioddroo 35% or 1d4 shadow demons 35%)
STATISTICS
Str
14, Dex 25, Con 24, Int 21, Wis 24, Cha 23
Base Atk +14; CMB +16; CMD 38
Feats Dodge, Lightning Stance, Mobility, Quicken Spell-Like Ability (invisibility), Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +21, Bluff +23, Diplomacy +23, Fly +32, Knowledge (arcana, planes) +22, Perception +32, Sense Motive +32, Spellcraft +22, Stealth +28, Use Magic Device +23
Racial Modifiers +8 Perception, +4 Stealth
Languages Abyssal, Celestial, Draconic; telepathy 300 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or cult (3–6)
Treasure standard
SPECIAL ABILITIES
Oviposition (Su)
As a full-round action once per day, an oolioddroo can use its tongue to implant its eggs into the brain of a helpless, sleeping, unconscious, or willing creature, dealing 1 point of Intelligence damage. Typically, the oolioddroo uses modify memory immediately after an oviposition, making its victim forget the violation. The egg gestates in the victim’s brain for 24 hours, after which a small caterpillar-like larva emerges and nestles painlessly within the victim’s brain. At this point, the oolioddroo can track the victim’s location as if the victim were under the effect of a status spell, can communicate telepathically with the victim across any distance, and can use its detect thoughts, modify memory, and suggestion spell-like abilities through the link to target the victim. The larva (and its link to its oolioddroo) becomes inert whenever the victim and the oolioddroo are on separate planes. Victims carrying this larva radiate a chaotic and evil aura. Anyone who reads the victim’s thoughts, such as via detect thoughts or telepathy, can attempt a Sense Motive check opposed by the oolioddroo’s Bluff check to notice the presence of a second, alien set of thoughts in the target’s mind. Dispel chaos and dispel evil can each immediately end the oviposition—the implanted larva melts into harmless fluid and is absorbed by the victim’s body. This is not a disease effect, though, so heal or remove disease offer no aid in ending the effect. As an immediate action, an oolioddroo can use its feeblemind spell-like ability on the carrier—it uses this “scorched earth” tactic if it fears that the host is about to be rescued or cut off from its influence, such as occurs when the effects are ended via dispel chaos or dispel evil. Using feeblemind in this way automatically destroys the larva, regardless of whether or not the victim succeeds at the saving throw against the feeblemind effect, so an oolioddroo typically waits until the last moment to use this ability.
See Thoughts (Su) An oolioddroo can see a creature’s thoughts, interpreting them as a shifting mass of colors, images, and shapes that infuse a creature’s aura. An oolioddroo gains the effects of see invisibility against creatures with an Intelligence score as a result of this unusual sense. This ability also grants the oolioddroo a +8 racial bonus on Sense Motive checks. When it uses detect thoughts, it does not have to study an area or subject to gain all 3 rounds of information—it gains all of this information on the 1st round of using the ability. In addition, it gains a +4 racial bonus to the save DC of its detect thoughts spell-like ability. A blind oolioddroo loses the ability to see thoughts.
Shadow Mantle (Su) The supernatural shadows that wreathe an oolioddroo grant the creature a +4 racial bonus on Stealth checks and a +4 deflection bonus to its Armor Class.
Thought Siphon (Su) Whenever an oolioddroo damages a creature with its tongue attack, it can drink away one of the creature’s thoughts or memories. A creature can resist this attack with a successful DC 23 Will save. On a failed save, the oolioddroo targets the victim with one of the following effects. The save DC is Charisma-based.
Memory Drain: The victim is immediately affected by the oolioddroo’s modify memory spell-like ability. The oolioddroo can adjust up to 5 minutes of memories immediately—it does not need to increase the spell’s casting time to match the duration of the modified memory.
Skill Drain: The victim loses all skill ranks in a skill of the oolioddroo’s choosing for 24 hours. Lost skill ranks can be recovered immediately with a restoration or greater restoration spell.
Spell Drain: The victim immediately loses one prepared spell or one unused spell slot of the oolioddroo’s choice; this lost spell or spell slot can be replenished normally.
Wisdom Drain: The victim takes 2 points of Wisdom drain.
Tongue (Ex) An oolioddroo’s tongue attack is a primary attack that deals piercing and slashing damage. Whenever an oolioddroo damages a foe with its tongue, it can use its thought siphon attack.
 

Nalfeshnee

A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.

Few demons understand the inner workings of the Abyss like the nalfeshnee, and it is not unusual to see a nalfeshnee seeming to serve the Abyss itself rather than a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane’s secret reaches. Often, a nalfeshnee’s realm in the Abyss surpasses the strength and size of the largest of mortal kingdoms, for nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss. Mortal summoners often seek them out for their unparalleled yet mad intellects, ever taking care to comb through bargains with such demons for hidden and unwanted consequences, for there is little a nalfeshnee will agree to do that does not, in some sinister way, advance the needs and desires of the Abyss. Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form from the souls of greedy or avaricious evil mortals, particularly those who ruled over empires of slavery, theft, banditry, and more violent vices.

CR 14 XP 38,400
CE
Huge outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 23)
DEFENSE
AC
29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, –2 size)
hp 203 (14d10+126)
Fort +22, Ref +9, Will +21
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
OFFENSE
Speed
30 ft., fly 40 ft. (poor)
Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th; concentration +17)
Constant—true seeing, unholy aura (DC 23)
At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
STATISTICS
Str
32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Base Atk +14; CMB +27; CMD 42
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device +22
Racial Modifier +8 on Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Treasure standard
SPECIAL ABILITIES
Unholy Nimbus (Su)
Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.
 

Seraptis

This woman’s flesh is pale and clammy, as if her body had been drained of blood from the fanged slashes on her four arms.

Seraptis demons form from souls of those who inspired widespread despair or destruction by committing suicide.

CR 15 XP 51,200
CE
Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23)
DEFENSE
AC
30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
hp 217 (15d10+135); blood healing
Fort +22, Ref +15, Will +17
DR 10/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
OFFENSE
Speed
50 ft.
Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15–20), 3 claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or  4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks compelling domination, constrict (4d6+12 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-Like Abilities (CL 15th; concentration +20)
Constant—deathwatch, true seeing, unholy aura (DC 23)
At will—crushing despair (DC 18), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
3/day—confusion (DC 19), demand (DC 23), dominate person (DC 19), fly
1/day—symbol of insanity (DC 23), summon (level 5, 1 seraptis 20% or 1 glabrezu 40%)
STATISTICS
Str
26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
Base Atk +15; CMB +21 (+25 grapple); CMD 41
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +24 (+32 when jumping), Bluff +23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge (religion) +21, Perception +30, Sense Motive +22, Stealth +24
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary or cult (1 plus 2–6 succubi)
Treasure double (+3 wounding scimitar, other)
SPECIAL ABILITIES
Blood Healing (Su)
Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis’s maw, and the seraptis heals an equal amount of damage.
Compelling Domination (Su) When a seraptis uses dominate person, its victims do not actively resist and never gain a new saving throw when ordered to take actions against their nature.
Gaze of Despair (Su) Creatures within 30 feet of a seraptis that fail a DC 22 Will save take 1d6 points of Charisma drain and are staggered for 1d6 rounds. If the Charisma drain would reduce a creature’s Charisma to 0, that creature instead succumbs to overwhelming suicidal urges and attempts to end its life by the most convenient method at hand, subject to the GM’s discretion. The creature remains in that state until its Charisma is restored to its normal maximum—otherwise, the victim must be restrained at all times to prevent further suicide attempts. This is a mind-affecting effect. The save DC is Charisma-based.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts with her grab ability for each successive claw attack after the first that hits a given target that round.
 

Shemhazian

This enormous, bestial demon combines the worst aspects of a bear, a mantis, a wolf, and a reptilian humanoid.

Although nearly all the horrors of the Abyss prey upon one another in an endless, eternal bloodbath, shemhazians are predators among predators. They are more intimidating and physically powerful than most demons, combining the features of numerous insectile and bestial hunters into one massive, deadly form. Although they don’t require sustenance, shemhazians take perverse delight in mutilating and eating their victims. A shemhazian stands 35 feet tall and weighs 12,000 pounds. They form from the sinful souls of torturers and those who enjoyed mutilating living victims to death.

CR 16 XP 76,800
CE
Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., detect good, scent, true seeing; Perception +36
DEFENSE
AC
31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, –4 size)
hp 246 (17d10+153)
Fort +19, Ref +11, Will +18
DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27
OFFENSE
Speed
40 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +25 (2d6+12 plus 2d4 Strength drain), 2 claws +25 (2d6+12), 2 pincers +23 (1d12+6), tail slap +23 (2d6+6)
Space 20 ft.; Reach 20 ft. (30 ft. with tail slap)
Special Attacks paralyzing gaze, rend (2 claws, 2d6+18)
Spell-Like Abilities (CL 15th; concentration +18)
Constant—detect good, fly, true seeing
At will—greater teleport (self plus 50 lbs. of objects only), invisibility, telekinesis (DC 18)
3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes
1/day—blasphemy (DC 20), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)
STATISTICS
Str
35, Dex 19, Con 29, Int 10, Wis 26, Cha 16
Base Atk +17; CMB +33; CMD 48
Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills Bluff +23, Climb +20, Fly +2, Heal +28, Intimidate +23, Knowledge (religion) +20, Perception +36, Sense Motive +28
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (the Abyss)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Paralyzing Gaze (Su)
Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.
Strength Drain (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based.
 

Lilitu

While this seductive woman has goat horns, goat hooves, and a serpentine tail, her eyeless face is her most disturbing feature.

Lilitus are subversive and hidden horrors, demons who work subtly in their constant quest to destroy and devastate. Whereas most demons prefer to rend and destroy, the lilitu is more akin to the succubus—she prefers to do her work in humanoid form to infect society with sin from within. Lilitus enjoy few things more than leading mortals into all manner of sinful acts, in the hope that when the mortal perishes, its soul will fuel the Abyss. Despite some superficial similarities to succubi, lilitus are not solely concerned with the sin of lust. The exact nature of sin that a lilitu tempts a mortal into committing varies, for these demons are adept at reading mortal desires and secrets, quickly discerning which sins a specific target can be convinced to perform.  Lilitus have numerous tools at their disposal for the encouragement of sin, but they much prefer their humanoid victims to commit sins of their own free will. As such, lilitus generally use their abilities to deceive and beguile mortals rather than forcing them to execute heinous acts. A son convinced to kill for his mother (the disguised lilitu) to rectify a grave injustice elicits far more delight than compelling a mind-controlled humanoid to do such a deed.  In her true form, a lilitu appears as an eyeless, horned, snake-tailed—but otherwise beautiful—human woman. Despite her lack of eyes, a lilitu can see with ease. A lilitu forms from the soul of a mortal who lured others of its kind to commit sins.  Lilitus are more likely than other demons to devote their work to a specific demon lord, yet they do not generally view such devotion as true servitude. It’s simply convenient to have a specific demigod in mind when seeking to corrupt a mortal’s faith and to convince such fallen souls to shift their own allegiance from a prior deity to the lilitu’s chosen demon lord. When a lilitu chooses to ally herself with a demon lord, she takes on certain physical characteristics that reflect that demon lord’s personality or appearance. For example, a lilitu that serves Dagon, the demon lord of deformity, sea monsters, and the sea might bear scaly skin like that of a fish, webbed fingers and toes, and finlike ridges on her head instead of the more typical goat’s horns. A lilitu that serves Pazuzu, on the other hand, might have vestigial feathery wings on her back and bird’s talons instead of hooves for feet. These appearance changes are cosmetic only and never impact the lilitu’s options for natural attacks. Of course, the demon’s ability to change shape or assume the form of a captured husk allows the demon to disguise her true form at will. Lilitus who serve specific demon lords in this manner often have class levels. A lilitu typically focuses on class roles such as bards, rogues, swashbucklers, or any other agility- and deception-based classes.  Lilitus typically stand 6 to 6-1/2 feet tall and weigh 130 to 150 pounds.

CR 17 XP 102,400
CE
Medium outsider (chaotic, demon, evil, extraplanar, shapechanger)
Init +9; Senses darkvision 60 ft., true seeing; Perception +34
Aura unholy aura (DC 26)
DEFENSE
AC
34, touch 24, flat-footed 28 (+4 deflection, +5 Dex, +1 dodge, +10 natural, +4 profane)
hp 263 (17d10+170)
Fort +19, Ref +23, Will +20
Defensive Abilities evasion, profane grace; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 28
OFFENSE
Speed
60 ft., fly 60 ft. (good)
Melee 4 claws +25 (2d8+8/19–20), tail slap +20 touch (1d6+4 plus branding)
Special Attacks create husk, husk link, profane pact, swift claws
Spell-Like Abilities (CL 17th; concentration +25)
Constant—fly, tongues, true seeing, unholy aura (DC 26)
At will—charm monster (DC 22), detect thoughts (DC 20), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 21), telekinesis (DC 23)
3/day—quickened charm monster (DC 22), persistent image (DC 23), seeming (DC 23)
1/day—demand (DC 26), dominate monster (DC 27), project image (DC 25), summon (level 5, 1 lilitu 20%, 1d2 glabrezus 40%, or 1d6 vrocks 50%)
1/week—binding (DC 26), wish (granted to a mortal humanoid only)
STATISTICS
Str
27, Dex 20, Con 30, Int 21, Wis 23, Cha 26
Base Atk +17; CMB +25; CMD 49
Feats Critical Focus, Deceitful, Dodge, Improved Critical (claw), Mobility, Power Attack, Quicken Spell-Like Ability (charm monster), Spring Attack, Staggering Critical
Skills Acrobatics +25, Bluff +40, Diplomacy +28, Disguise +29, Fly +37, Intimidate +25, Knowledge (local, nobility) +25, Knowledge (religion) +22, Perception +34, Sense Motive +26
Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.; tongues
SQ change shape (Small or Medium humanoid; alter self), profane wishcraft
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, gathering (3–5), or cult (1 lilitu and 6–12 succubi)
Treasure double
SPECIAL ABILITIES
Branding (Su)
Each time a lilitu damages a living creature with her tail slap, the wound leaves an angry and permanent red brand. The creature struck becomes staggered for 1 round from the pain. A successful DC 26 Will save negates the staggered condition and reduces the duration of the brand from permanent to 1 hour. The save DC is Charisma-based. Removing brands is difficult—each casting of restoration, dispel chaos, or dispel evil removes one brand. Heal removes 1d4+4 brands. Greater restoration removes a number of brands equal to the spell’s caster level. Miracle and wish can each remove all brands at once. The number of brands a creature gains in this manner has a cumulative series of effects, as listed below.
1–3 Brands: The lilitu can affect the branded creature with its create husk, husk link, and profane pact abilities.
4–6 Brands: The branded creature takes a –2 penalty on all Will saves made against a lilitu’s spells, spell-like abilities, and supernatural abilities. The branded creature’s aura now radiates chaos and evil.
7–9 Brands: The branded creature’s Wisdom score is reduced by 4. A chaotic evil creature is immune to this effect.
10 or More Brands: The penalties to the creature’s Will saves and Wisdom score that are listed above double. In addition, the branded creature automatically fails all Will saves made against a lilitu’s spells, spell-like abilities, and supernatural abilities. A chaotic evil creature is immune to this effect.
Create Husk (Su) Once per day as a swift action, when a lilitu deals enough damage with a weapon, spell, or spell-like ability to kill a branded Small or Medium humanoid within 30 feet, she can instead opt to transform that slain humanoid into a husk. The targeted creature can attempt a DC 26 Fortitude save to negate this effect, allowing it to die normally. A humanoid transformed into a husk withers away into an immobile and desiccated corpse, but does not actually die—in this state, the creature remains aware of its surroundings but can take no actions at all. A husk is essentially treated as an object with hardness 15 and 60 hit points; it weighs 10% of the original creature’s weight. If a husk is destroyed, the effect ends and the body dies. This is a curse effect— removing this curse restores the victim to life at a number of negative hit points equal to the creature’s Constitution – 1; a husk restored to life in this way has 1 round to stabilize or be healed before it dies. A lilitu can maintain a number of husks simultaneously equal to her Charisma bonus (8 husks for the typical lilitu); if she creates more husks than she can maintain, a previously created husk (chosen by the lilitu) is released and immediately dies. Lilitus hide their husk collections in very safe places. The save DC is Charisma-based.
Husk Link (Su) By spending a minute in blasphemous contact with a husk she created, a lilitu can establish a supernatural link to that husk. As long as she and that husk remain on the same plane, divination spells reveal the linked husk’s alignment to be the same as the lilitu’s alignment (chaotic evil). The link allows a lilitu to use her change shape ability to assume a husk’s original form, gaining a +20 bonus on Disguise checks to impersonate that person. If a lilitu with an active husk link takes enough damage to be slain, the husk takes the killing blow’s damage instead and is destroyed, instantly severing the active husk link; if the lilitu is disguised in the husk’s original form, she instantly reverts to her true form.
Profane Grace (Su) A lilitu gains a +4 profane bonus to AC and on Initiative checks and Reflex saves.
Profane Pact (Su) Once per day as a full-round action, a lilitu can forge a profane pact with a willing humanoid creature bearing at least one lilitu brand by touching the creature for 1 full round. A single creature can have no more than one profane pact with a lilitu at any time. This functions identically to a succubus’s profane gift ability , save that it grants a +4 profane bonus to an ability score of the humanoid’s choice and it does not grant a telepathic link to the target.
Profane Wishcraft (Su) A creature that accepts a wish from a lilitu immediately becomes chaotic evil unless it succeeds at a DC 26 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 24 hours, followed by the effects of crushing despair for 1d6 days (these spell effects function at CL 17th). The save DC is Charisma-based.
Swift Claws (Ex) When a lilitu makes a full attack, she can attack twice with each of her claws, for a total of four attacks in that round.
 

Marilith

This snake-bodied fiend has a six-armed woman’s torso, pointed ears, and glittering, otherworldly eyes.

The leaders of Abyssal hordes and queens of Abyssal nations, the dreaded mariliths serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions. A marilith is 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.

CR 17 XP 102,400
CE
Large outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 25)
DEFENSE
AC
32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 natural, –1 size)
hp 264 (16d10+176)
Fort +25, Ref +18, Will +13
DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28
OFFENSE
Speed
40 ft.
Melee +1 longsword +24/+19/+14/+9 (2d6+8/17–20), 5 +1 longswords +24 (2d6+4/17–20), tail slap +17 (2d6+3 plus grab) or 6 slams +22 (1d8+7), tail slap +17 (2d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th; concentration +23)
Constant—true seeing, unholy aura (DC 25)
At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22)
3/day—blade barrier (DC 23), fly
1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
STATISTICS
Str
25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 42 (can’t be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)
Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +26
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1–3 glabrezus, and 3–14 babaus)
Treasure double (6 mwk longswords, other treasure)
SPECIAL ABILITIES
Crushing Coils (Ex)
A creature that takes damage from a marilith’s constrict attack must succeed on a DC 25 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.
 

Vavakia

This reptilian demon has a quadrupedal dinosaur’s lower body, a vaguely humanoid upper torso, and a draconic saurian head.

Vavakias are immense demons of great power. Saurian in shape, appetite, and destructive power, they are most often encountered on the Material Plane, though not as demons conjured by spellcasters to serve, but rather as violent invaders come to the world through tears in reality or portals to the deeper rifts. On the Material Plane, a single vavakia is a formidable presence, for the strange demon is driven to feed on living souls and spread destruction— roles at which it excels.  A vavakia demon measures 30 feet in length and stands 15 feet tall, weighing in at 6,000 pounds. Vavakias form on the Abyss from particularly cruel mortal souls who, in life, practiced the vile act of extracting, enslaving, and even consuming other souls. When such a sinful creature arrives on the Abyss, it brings with it partially absorbed    fragments of souls from its victims, which it incorporates during its horrific transformation into one of the Abyss’s most dangerous forms of demonic life.  The creation of the first vavakias in this manner came at the hands of the demon queen Lamashtu, who was unsatisfied with the raw physical might and monstrous shape of her earliest demonic minions. In those early days, before she had become a deity, Lamashtu was already quite interested in the method by which the Abyss transformed the souls of sinful mortals into demons. When she learned that this process had first been triggered by the daemons, she was at once intrigued and enraged—intrigued because she knew that anything the Horsemen of the Apocalypse could do, she could do, and enraged at the idea that she owed her very existence to the curiosity of a daemonic lord. Though Lamashtu herself rose from the Abyss spontaneously, shortly after the daemons first “taught” the Abyss how to process sinful souls, that difference meant little to the Mother of Monsters. Fueled by rage, she waged war against Abaddon for many years and captured two Horsemen of the Apocalypse— predecessors of those who hold those titles now. She murdered one of them and forced from the other the secret method of manipulating the Abyss and its souls before murdering him as well. Both murdered Horsemen were soon replaced on Abaddon, but by that point Lamashtu’s wrath had been spent and all that remained was her own curiosity.  Most of Lamashtu’s earliest attempts to create demonic life were hideous failures, but Lamashtu found joy and delight even in these failures. It wasn’t until the demon used her own body as an incubator to shape and then eventually birth the first vavakias that she found real success. Lamashtu’s early work in creating and manipulating the Abyss in this manner may have much to do with her resulting rise in power to the position of queen of demons—had not her escalating war with Pazuzu forced her attentions away from this hideous art form, there’s no telling what other strange demonic races she might have birthed upon the world. Now that she is a true goddess, Lamashtu’s interests expand far beyond the curiosities of the Abyss, and she has little time or desire to wallow in her home plane’s fecund properties. Of course, other demon lords throughout the Abyss are eager to learn these secrets, but to date, none have managed to duplicate Lamashtu’s feats of creation.  In any event, the vavakias themselves have proven a phenomenal success and are among the Abyss’s most dangerous demonic races today—and since the creation of the first of their kind, the Abyss itself seems eager to spawn more and more of these deadly demons.  Though originally created to serve as living weapons of war, the vavakias have long since established their own presence as Abyssal warlords and conquerors. While some pledge their service to powerful demon lords, most vavakias rule small empires of their own in the Abyss, typically in remote corners infested with jungles, swamps, and other primeval terrains.

CR 18 XP 153,600
CE
Huge outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., true seeing; Perception +34
Aura frightful presence (60 ft., DC 25), unholy aura
DEFENSE
AC
35, touch 14, flat-footed 33 (+8 armor, +4 deflection, +2 Dex, +13 natural, –2 size)
hp 297 (18d10+198)
Fort +26, Ref +12, Will +22
DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 29
OFFENSE
Speed
45 ft., fly 60 ft. (average)
Melee +1 unholy ranseur +28/+23/+18/+13 (3d6+17/×3) or  bite +27 (3d6+11 plus smoking wound), 2 claws +27 (1d8+11), tail slap +22 (2d8+5 plus stun)
Space 15 ft.; Reach 15 ft. (30 ft. with ranseur)
Special Attacks breath weapon, trample (4d8+16, DC 30)
Spell-Like Abilities (CL 18th; concentration +24)
Constant—true seeing, unholy aura (DC 24)
At will—enervation, greater teleport (self plus worn armor plus 50 additional lbs. of objects only), telekinesis (DC 21)
3/day—blasphemy (DC 23), quickened enervation, power word stun (DC 24)
1/day—earthquake, summon (level 6, 1 marilith 40% or 1d3 nalfeshnees 60%)
STATISTICS
Str
32, Dex 14, Con 33, Int 18, Wis 21, Cha 23
Base Atk +18; CMB +31 (+33 bull rush); CMD 47 (49 vs. bull rush)
Feats Awesome Blow, Greater Vital Strike, Improved Bull Rush, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (enervation), Vital Strike
Skills Bluff +27, Fly +16, Intimidate +27, Knowledge (arcana, planes) +25, Perception +34, Sense Motive +26, Spellcraft +25, Stealth +20, Swim +26
Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary, pair, or warband (1 vavakia plus 2–4 hezrous and 2–8 vrocks)
Treasure standard (+2 breastplate, +1 unholy ranseur, other treasure)
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds, a vavakia can breathe out a 60-foot cone of green fire that seems to writhe and coil with the tortured shapes of a thousand screaming ghosts. This green fire comprises countless souls the vavakia has consumed, and these vomited souls consume flesh as surely as they consume sanity. A creature struck by this breath weapon takes 20d6 points of damage (Reflex DC 30 half) as the raw profane power blackens and melts its flesh and skin. Evil creatures take half damage from the breath weapon, but good creatures that take any damage from a vavakia’s breath weapon are automatically staggered for 1 round by the excruciating sensation. In addition, any living creature that takes damage from a vavakia’s breath weapon must also succeed at a DC 30 Fortitude save or take 1d8 points of Wisdom drain as its sanity slips away into madness. Immediately after the vavakia expels this green soulfire, the wailing flames flow in reverse into the demon’s gullet through its open maw. This restores 1d8 hit points to the vavakia for each creature that was damaged by its breath weapon. The Wisdom drain element of this breath weapon is a mind-affecting effect. The save DC is Constitution-based.
Smoking Wound (Su) The wounds caused by a vavakia’s fangs result in terrible, eerie wounds that constantly weep wisps of green smoke rather than blood, a grim manifestation of the demon’s effect on a mortal soul. Each time a vavakia bites a creature, it inflicts 2 negative levels. The wounds continue to smoke as long as the victim suffers those negative levels, causing the victim to become sickened from the hideous sensation and rank smell of the vapors. An effect that removes this sickened condition without restoring the negative levels only temporarily causes the wounds to stop smoking—they begin smoking again in 1d6 rounds. Nonliving creatures bitten by a vavakia are immune to its energy-draining bite and do not exhibit smoking wounds. The Fortitude save to remove these negative levels is DC 25. The save DC is Charisma-based.
Stun (Ex) A creature struck by a vavakia’s tail slap must succeed at a DC 30 Fortitude save or be stunned for 1 round. On a critical hit, the stun effect lasts for 1d4 rounds on a failed save and 1 round on a successful save. The save DC is Constitution-based.
 

Vrolikai

This black-skinned, bat-winged demon has four arms; a long, thin tail; and a leering, fanged face with dead, white eyes.

A vrolikai is 14 feet tall but weighs only 500 pounds. Unlike other demons, it does not form from a sinful soul—it instead manifests from a nabasu demon that returns to the Abyss after growing to maturity on the Material Plane. Not all nabasus survive this transformation, but those who do become powerful indeed—vrolikai usually rule large regions of unclaimed Abyssal land, and often serve as assassins or ambassadors to demon lords in need of an agent in a distant realm.

CR 19 XP 204,800
CE
Large outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 120 ft., low-light vision, true seeing; Perception +36
DEFENSE
AC
35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19 natural, –1 size)
hp 332 (19d10+228)
Fort +18, Ref +17, Will +17
DR 15/cold iron and good; Immune death effects, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30
OFFENSE
Speed
40 ft., fly 60 ft. (perfect)
Melee +1 black flame knife +29/+24/+19/+14 (1d6+11/19–20 plus energy drain), 3 +1 black flame knives +29 (1d6+6/19–20 plus energy drain), bite +23 (1d8+5), sting +23 (1d6+5 plus madness) or bite +28 (1d8+10), 4 claws +28 (1d6+10), sting +28 (1d6+10 plus madness)
Space 10 ft.; Reach 10 ft.
Special Attacks black flame knives, death-stealing gaze, multiweapon mastery
Spell-Like Abilities (CL 19th; concentration +27)
Constant—true seeing
At will—deeper darkness, enervation, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 23)
3/day—quickened enervation, regenerate, silence (DC 20), vampiric touch
1/day—mass hold monster (DC 27), summon (level 6, 1 marilith 50% or 1d4 glabrezus 75%), symbol of death (DC 26)
STATISTICS
Str
30, Dex 23, Con 35, Int 22, Wis 23, Cha 26
Base Atk +19; CMB +30; CMD 47
Feats Cleave, Combat Expertise, Dodge, Flyby Attack, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Quicken Spell-Like Ability (enervation), Vital Strike
Skills Acrobatics +25 (+29 jump), Bluff +30, Fly +34, Intimidate +27, Knowledge (arcana) +25, Knowledge (planes) +28, Perception +36, Sense Motive +28, Spellcraft +25, Stealth +24 (+32 in shadowy areas), Survival +25, Use Magic Device +27
Racial Modifiers +8 Perception, +8 Stealth in shadowy areas
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
ECOLOGY
Environment
any (the Abyss)
Organization solitary
Treasure double
SPECIAL ABILITIES
Black Flame Knives (Su)
A vrolikai can manifest daggers made of crystallized black flames in each of its four hands as a free action. These weapons function as +1 daggers that bestow one permanent negative level on a successful hit. A DC 27 Fortitude negates the negative level, although on a critical hit, no save is allowed. The save DC is Charisma-based.
Death-Stealing Gaze (Su) 1 permanent negative level, 30 ft., Fort DC 27 negates. Creatures slain by these negative levels become juju zombies  under the vrolikai’s control. The save DC is Charisma-based.
Madness (Su) A creature stung by a vrolikai’s tail must make a DC 27 Will save to resist taking 1d6 points of Charisma drain and becoming confused for 1d4 rounds. On a successful save, the victim is instead staggered for 1d4 rounds as strange visions assault its mind. This is a mind-affecting effect. The save DC is Charisma-based.
Multiweapon Mastery (Ex) A vrolikai never takes penalties on its attack roll when fighting with multiple weapons.
 

Balor

This winged fiend’s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.

When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality. On the Abyss, most balors serve demon lords as generals or captains (those balors who don’t are even more potent, and are known as balor lords—see below). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If presented with an opportunity to join a fight, few balors choose to resist. In combat, a balor relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee—with the use of a quickened telekinesis, a balor can use the latter tactic and still inflict a full-round attack on a hapless foe. A balor reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.

A balor stands 14 feet in height and weighs 4,500 pounds. Only the cruelest mortal souls can fuel the creation of a balor—unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor.

Balor Lords

Even more terrible than the typical balor are those who do not call a demon lord their master, but instead are masters themselves. A balor lord typically rules over a region no larger than half the size of the realm in which it resides (as only full demon lords can command the rule of an entire Abyssal realm), and even though most balor lords rule much smaller regions (generally areas comparable in size to a single continent), their power is vast indeed. A balor lord is typically a CR 21 to CR 25 monster (a range shared with the various unique nascent demon lords, with the range of CR 26 and above being the domain of the demon lords themselves), and as such serves quite well as the final villain in a long-running campaign. The majority of balor lords have several levels of barbarian, fighter, or ranger (although ranger balor lords never form bonds with animals), but some instead have levels of bard, rogue, sorcerer, or wizard. Cleric balor lords are unknown, as they see themselves as objects of worship, not the other way around, although rumors persist of powerful balor clerics that directly serve demon lords or even evil gods. In addition to any benefits a balor lord might gain from its class levels, all balor lords possess one additional unique ability over and above those granted by its race and class.

Listed here are three sample balor lord abilities, but these samples are by no means the entirety of the strange powers a balor lord might wield:
Lifedrinker (Su) Whenever the balor lord slays a living foe, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round.
Master of Magic (Su) The balor lord has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th–8th level spells usable 3 times a day).
Soul Swallow (Su) As a standard action, the balor lord can inhale the soul of a living creature within 30 feet. The target must make a Fortitude save (DC 10 + 1/2 balor lord’s racial HD + the balor lord’s Charisma modifier) or die. The body of a humanoid creature killed in this manner immediately transforms into a demon under the balor lord’s command (a babau, succubus, or shadow demon, according to the balor lord’s whim).

CR 20 XP 307,200
CE
Large outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., low-light vision, true seeing; Perception +38
Aura flaming body, unholy aura (DC 26)
DEFENSE
AC
36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16 natural, –1 size)
hp 370 (20d10+260)
Fort +29, Ref +17, Will +25
DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31
OFFENSE
Speed
40 ft., fly 90 ft. (good)
Melee +1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13), +1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams +31 (1d10+12)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing, unholy aura (DC 26)
At will—dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)
3/day—quickened telekinesis (DC 23)
1/day—blasphemy (DC 25), fire storm (DC 26), implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)
STATISTICS
Str
35, Dex 25, Con 36, Int 24, Wis 24, Cha 27
Base Atk +20; CMB +33; CMD 54
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +27, Bluff +31, Diplomacy +31, Fly +32, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +38, Sense Motive +30, Stealth +26, Use Magic Device +31
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery
ECOLOGY
Environment
any (Abyss)
Organization solitary or warband (1 balor and 2–5 glabrezus)
Treasure standard (+1 unholy longsword, +1 flaming whip, other treasure)
SPECIAL ABILITIES
Death Throes (Su
) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Entangle (Ex) If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Flaming Body (Su) A balor’s body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike (Su) Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex) A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.
 

Demon Lord, Kostchtchie

This towering giant with twisted legs has human skulls woven into his beard and holds an immense warhammer.

Kostchtchie (pronounced kosh-TIK-ti-kai) appears as an immense, deformed frost giant with twisted legs, tiny white eyes, and a thick matted beard into which are woven dozens of skulls—trophies of mortal kings and priests of rival faiths he has slain. Legends speak that each of these skulls is haunted by the ghost of its previous owner, and that he can commune with these spirits to seek their wisdom—although if the legends are true, it is more likely that Kostchtchie has little interest in anything but mockery and torment for these lost souls. Kostchtchie is never seen without his massive warhammer, an adamantine maul of such prodigious size that even the strongest frost giant would have trouble wielding it properly. Known also as the Deathless Frost, Kostchtchie dwells in an immense Abyssal fortress carved from the heart of a towering mountain in a frozen realm of jagged mountains and immense glaciers infested with manifold frozen horrors. Kostchtchie stands 30 feet tall. Kostchtchie was born of human parents, and became a murderer when his father forced him to kill his mother and sisters. Kostchtchie went one better and murdered his father as well. Later in life, after he had become a ferocious warlord well known for the slaying of dozens of giant chieftains, he confronted the Witch Queen Baba Yaga and tried to force her to grant him immortality—she agreed, but twisted his form, turned him into a hideous giant, and hid away the last fragment of his mortal soul in a magical torc. Kostchtchie fled to the Abyss to nurture his hatred and hide his shame, eventually finding a new purpose as a patron of frost giants despite his hatred of their kind. Kostchtchie longs for the recovery of the torc that contains the fragment of his soul, in the hope that its return might reverse his deformity without removing his immortality. In combat, Kostchtchie almost always uses Power Attack, taking a –8 penalty on all attack rolls but gaining a +16 bonus on damage rolls. The Deathless Frost is often accompanied by several frost giants, at least two of which are clerics. These clerics attend his every need, healing him in battle as best they can lest they forfeit their lives—or fall to some fate even more dire at the merciless hands of the Deathless Frost.

KOSTCHTCHIE’S CULT
Kostchtchie is worshiped by giants—primarily frost giants, although many ettins, hill giants, and ogres worship him as well. Some white dragons worship the Deathless Frost, and even certain barbaric human tribes in the frozen reaches of the world have been known to venerate him. He does not tolerate women in his cults, and never grants female clerics spells. He is served by half-fiend yetis, ice linnorms, remorhazes, and other cold-dwelling monsters of great size. Kostchtchie’s unholy symbol is an ice-caked, rune carved warhammer, and the warhammer is his favored weapon. He grants access to the domains of Chaos, Evil, Strength, and War, and access to the subdomains of Demon, Ferocity, Ice, and Tactics (although the Ice subdomain is normally not available without the Water domain, an exception is made in this case because of the demon lord’s close association with cold).

CR 26 XP 2,457,600
CE
Huge outsider (chaotic, cold, demon, evil, extraplanar)
        Within Kostchtchie's realm of Deathless Frost?  Yes/No
Init +6; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +52
Aura frightful presence (120 ft., DC 33), unholy aura (DC 26)
DEFENSE
AC
44, touch 30, flat-footed 38 (+4 deflection, +6 Dex, +14 natural, +12 profane, –2 size)
hp 604 (31d10+434); regeneration 30 (deific or mythic)
Fort +35, Ref +20, Will +31
Defensive Abilities Abyssal resurrection, freedom of movement, rock catching; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, cold, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, fire 30; SR 37
Weaknesses vulnerability to fire
OFFENSE
Speed
60 ft., climb 60 ft.
Melee +5 adamantine icy burst warhammer +53/+48/+43/+38 (3d6+24/19–20/×3 plus 1d6 cold), slam +48 (1d8+19 plus grab)
Ranged rock +37/+32/+27/+22 (2d6+19)
Space 15 ft.; Reach 15 ft.
Special Attacks clutch foe, crushing blow, favored enemy (giants +4, humans +4, see below), powerful slam, rock throwing (600 ft.), vengeful strike
Spell-Like Abilities (CL 26th; concentration +34)
Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura (DC 26)
At will—astral projection, blasphemy (DC 25), cone of cold (DC 23), desecrate, enlarge person, greater dispel magic, greater teleport, telekinesis (DC 23), shapechange, unhallow, unholy blight (DC 22)
3/day—polar ray, power word stun, summon demons, symbol of stunning (DC 25)
1/day—mass icy prison (DC 27), polar midnight (DC 27), time stop
STATISTICS
Str
48, Dex 23, Con 38, Int 25, Wis 30, Cha 27
Base Atk +31; CMB +52 (+54 bull rush, +56 grapple, +56 sunder); CMD 86 (88 vs. bull rush, 88 vs. sunder)
Feats Awesome Blow, Catch Off-Guard, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (warhammer), Improved Sunder, Improved Vital Strike, Power Attack, Quick Draw, Staggering Critical, Vital Strike
Skills Bluff +42, Climb +58, Intimidate +42, Knowledge (arcana) +41, Knowledge (engineering) +38, Knowledge (local) +41, Knowledge (planes) +41, Knowledge (religion) +38, Perception +52, Sense Motive +44, Spellcraft +41, Stealth +32, Use Magic Device +39
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Giant; telepathy 300 ft.
ECOLOGY
Environment
any cold (Abyss)
Organization solitary (unique)
Treasure triple (+5 adamantine icy burst warhammer, other treasure)
SPECIAL ABILITIES
Clutch Foe (Ex)
If Kostchtchie chooses to use his hand to make a grapple check when he successfully slams and grabs a Medium or smaller opponent, he takes a –20 penalty on the grapple check. On following rounds, he can attempt to maintain his grapple on the creature as a swift action. If successful, he can constrict the creature for 1d8+28 points of damage, throw the creature (treat this as a bull rush), or use the creature as an improvised weapon. An opponent used as a weapon takes half as much damage as it deals to the creature it hits.
Crushing Blow (Su) Once per round, Kostchtchie may designate any attack with his warhammer to be a crushing blow. He must designate this attack before making the attack roll. If he hits, the blow ignores the target’s hardness and damage reduction, and allows him to make a free trip attempt against the target. This trip attempt does not provoke an attack of opportunity, can target a foe of any size, and has no chance of causing Kostchtchie to fall prone if he fails. A creature struck by a crushing blow must attempt a DC 44 Fortitude save; success means the creature is staggered for 1 round, and failure means it is stunned for 1 round and staggered for 1d6 rounds afterward. The save DC is Strength-based.
Favored Enemy (Su) Against female giants or female humans, Kostchtchie’s favored enemy bonuses increase to +8. Once per day, he can declare any one creature as a favored enemy, but only if that creature has damaged, humiliated, or otherwise inconvenienced him at some point in the previous 24 hours. His favored enemy bonuses against that creature last 24 hours.
Powerful Slam (Ex) Kostchtchie’s slam attack is considered a primary attack even when he uses a weapon in his other hand, and he always adds his full Strength bonus to damage dealt with his slam attack.
Vengeful Strike (Su) Once per round, Kostchtchie may make an attack of opportunity against any creature that strikes him in melee combat. This attack of opportunity has a critical threat range of 18–20. Against female targets, the vengeful strike is also a crushing blow.
 

Demon Lord, Dagon

This demon’s body is a nightmare of writhing tentacles and slippery coils below the leering maw of a deep sea predator.

Dagon is the demon lord of deformity, the sea, and sea monsters. He rules an Abyssal realm that consists of an immense ocean dotted above with strange and horrible islands and marked below with countless deep sea trenches and sunken cities. Dagon is 35 feet long, with the lower body of an eel, a horrif ic visage that evokes images of deep sea predators, and four long tentacles in place of arms. Dagon almost always uses Power Attack in combat, taking a –9 penalty on all attack rolls but gaining a +18 bonus on damage rolls. He is never encountered without a large number of aquatic demons or monsters at his side that he uses as pawns in battles, often simply commanding them to attack foes while he hangs back in the shadows and observes the fight with his cold eyes. Immense sharks, hezrous, carnivorous whales, krakens, and shoggoths are the demon lord’s favored minions. Dagon began life not as a demon lord but as a powerful qlippoth—the reasons for his transformation into a demon lord are not understood by mortal scholars, but there is certainly no love lost between Dagon and the qlippoth race.

DAGON’S CULT
Dagon is worshiped primarily by boggards, heretical sahuagin and skum, marsh giants, and desperate or insane coastal dwellers. Most of his worshipers are grotesquely deformed or engage in various abhorrent practices of interbreeding with strange ichthyic or aquatic creatures that dwell nearby. His holy places are often decaying seaside churches, lighthouses, sea caves, or darkly beautiful underwater cathedrals. Often his worshipers also venerate various Great Old Ones, in particular Cthulhu, and it’s not unusual to find priests of Dagon and Cthulhu working side by side in a community. Dagon is also known as the Shadow in the Sea. His unholy symbol is a gold disk inscribed with sinister runes around an open octopus eye. His favored weapon is the trident. He grants access to the domains of Chaos, Destruction, Evil, and Water, and access to the subdomains of Catastrophe, Demon, Oceans, and Rage.

CR 28 XP 4,915,200
CE
Huge outsider (chaotic, demon, evil, extraplanar, water)
        Within Dagon's realm of Ishiar?  Yes/No
Init +11; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +55
Aura frightful presence (120 ft., DC 36), unholy aura (DC 28)
DEFENSE
AC
46, touch 31, flat-footed 39 (+4 deflection, +7 Dex, +15 natural, +12 profane, –2 size)
hp 676 (33d10+495); regeneration 30 (deific or mythic)
Fort +37, Ref +24, Will +33
Defensive Abilities Abyssal resurrection, freedom of movement; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, cold, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, fire 30; SR 39
OFFENSE
Speed
40 ft., swim 120 ft.
Melee bite +48 (6d6+17/19–20 plus grab), 4 tentacles +43 (2d6+8/19–20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacle)
Special Attacks breath weapon, command aquatic creature, constrict (2d6+25), fast swallow, poison, swallow whole (transformation, AC 17, 67 hp)
Spell-Like Abilities (CL 28th; concentration +38)
Constant—detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC 28)
At will—astral projection, blasphemy (DC 27), control water, control weather, desecrate, greater dispel magic, greater teleport, shapechange, telekinesis (DC 25), unhallow, unholy blight (DC 24)
3/day—quickened greater dispel magic, insanity (DC 27), summon demons, symbol of insanity (DC 28), vortex (DC 27)
1/day—storm of vengeance (DC 29), time stop, tsunami (DC 29)
STATISTICS
Str
44, Dex 25, Con 40, Int 29, Wis 32, Cha 31
Base Atk +33; CMB +52 (+56 bull rush, +54 disarm, +56 grapple, +54 trip); CMD 87 (89 vs. bull rush, 89 vs. disarm, can’t be tripped)
Feats Awesome Blow, Bleeding Critical, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Critical Focus, Greater Bull Rush, Improved Bull Rush, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Trip, Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Vital Strike
Skills Acrobatics +40 (+44 when jumping), Bluff +46, Intimidate +46, Knowledge (arcana) +45, Knowledge (geography) +42, Knowledge (history) +42, Knowledge (nature) +45, Knowledge (planes) +45, Knowledge (religion) +42, Perception +55, Sense Motive +47, Spellcraft +45, Stealth +35, Swim +61, Use Magic Device +43
Racial Modifiers +8 Perception
Languages Abyssal, Aquan, Celestial, Common, Draconic; speak with animals (aquatic animals only), telepathy 300 ft.
SQ compression
ECOLOGY
Environment
any oceans (Abyss)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds as a standard action, Dagon can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or winds. Any creature in the breath weapon’s area is exposed to the breath weapon’s poison (see below) and must succeed at a DC 41 Will save or gain 2 negative levels as its memories and knowledge leach away (this is a mind-affecting effect). Any creature that enters the ink or cloud, or ends its turn inside it, must succeed at another Will save (at a +4 bonus) to avoid further level loss and poisoning. The save DC is Constitution-based.
Command Aquatic Creature (Su) Dagon can command aquatic creatures to do his bidding as a move action, either via using his ability to speak with animals or via telepathy. This affects all aberrations, animals, magical beasts, oozes, and vermin within 300 feet that have the aquatic subtype (Will DC 36 negates). This functions like mass suggestion, but can affect mindless creatures. Dagon can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Dagon issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Dagon for 24 hours. The save DC is Charisma-based.
Poison (Ex) Breath weapon—contact; save Fort DC 41; frequency 1/round for 6 rounds; effect 1d6 Con drain and confused for 1 round; cure 3 consecutive saves.
Transformation (Su) A creature swallowed by Dagon is assaulted by demonic enzymes, rasping talons, sucking tendrils, and vile gases. At the start of the swallowed creature’s turn, it must succeed at a DC 41 Fortitude save or be nauseated, and must succeed at a DC 36 Will save or take 1d6 points of Dexterity and Charisma drain. Once the creature’s Dexterity and Charisma are drained to 0, the creature transforms into a horrifically deformed version of itself that Dagon can then disgorge into any adjacent square as a swift action. The transformed creature gains the half-fiend template, its Dexterity and Charisma return to their normal values, and it is under Dagon’s control (as dominate monster, caster level 28th). The transformation can be reversed by casting break enchantment and atonement on the victim during the first 24 hours (after that, it can be reversed only via miracle or wish). The Fortitude save DC is Constitution-based, and the Will save DC is Charisma-based.
 

Demon Lord, Pazuzu

Held aloft by four great feathered wings, this hawk-faced fiend has a scorpion’s tail and carries a black metal scepter.

Pazuzu is among the oldest and most powerful of all demon lords. His Abyssal realm is located in one of that plane’s greatest rifts. This vertical realm includes an immense city, at the heart of which can be found Shibaxet, Pazuzu’s personal rookery and palace. Pazuzu appears as a four-winged, 15-foot-tall fiend. He takes great delight in corrupting mortals, particularly those of a pure heart and soul, offering them any one wish in return for nothing but their innocence.

PAZUZU’S CULT
Pazuzu, King of the Wind Demons, is worshiped by harpies and other evil avians, and by a large number of antipaladins who were once honorable but were tempted to chaos and evil—often by Pazuzu himself. His sacred places and temples are cliffside cathedrals, desert ruins, and spires atop mountain peaks. His unholy symbol is an image of himself with his right hand upraised. His favored weapon is the longsword. He grants access to the domains of Air, Chaos, Evil, and Trickery, and access to the subdomains of Cloud, Deception, Demon, and Wind.

CR 30 XP 9,830,400
CE
Large outsider (air, chaotic, demon, evil, extraplanar)
        Within Pazuzu's realm of Shibaxet?  Yes/No
Init +13; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +58
Aura frightful presence (180 ft., DC 40, 10 rounds), locusts (10 ft., distraction, DC 43), unholy aura (DC 31)
DEFENSE
AC
48, touch 38, flat-footed 39 (+4 deflection, +9 Dex, +10 natural, +16 profane, –1 size)
hp 752 (35d10+560); regeneration (deific or mythic)
Fort +31, Ref +32, Will +35
Defensive Abilities Abyssal resurrection, avian mastery, freedom of movement; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm effects, compulsion effects, cold, death effects, electricity, energy drain, petrification, and poison; Resist acid 30, cold 30, fire 30; SR 41
OFFENSE
Speed
60 ft., fly 150 ft. (perfect)
Melee +5 anarchic keen unholy longsword +54/+49/+44/+39 (2d6+20/17–20), bite +49 (2d6+15), claw +49 (1d6+15), sting +49 (2d8+15 plus poison), 2 talons +49 1d6+15
Space 10 ft.; Reach 10 ft.
Special Attacks hear name, poison, possession, profane wishcraft, swarm master
Spell-Like Abilities (CL 30th; concentration +43)
Constant—detect good, detect law, freedom of movement, speak with animals (winged animals only), true seeing, unholy aura (DC 31)
At will—astral projection, blasphemy (DC 30), control winds, desecrate, dominate person (DC 28), greater dispel magic, greater teleport, shapechange, telekinesis (DC 28), unhallow, unholy blight (DC 27)
3/day—quickened dominate person (DC 28), summon demons, symbol of persuasion (DC 29), sympathy (DC 31), whirlwind
1/day—dominate monster (DC 32), time stop, wish
STATISTICS
Str
40, Dex 28, Con 42, Int 33, Wis 34, Cha 36
Base Atk +35; CMB +51 (+55 sunder); CMD 92 (94 vs. sunder)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Improved Initiative, Improved Sunder, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (dominate person), Vital Strike
Skills Acrobatics +47 (+59 when jumping), Bluff +51, Diplomacy +51, Fly +53, Intimidate +48, Knowledge (arcana) +49, Knowledge (local) +46, Knowledge (nature) +46, Knowledge (nobility) +46, Knowledge (planes) +49, Knowledge (religion) +46, Perception +58, Sense Motive +50, Spellcraft +49, Stealth +43, Survival +47, Use Magic Device +48
Racial Modifiers +8 Perception
Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 300 ft.
ECOLOGY
Environment
any (Abyss)
Organization solitary (unique)
Treasure triple (Scepter of Shibaxet, other treasure)
SPECIAL ABILITIES
Aura of Locusts (Su)
Pazuzu exhales clouds of locusts. In any round in which he does not move more than 5 feet, he is surrounded by a 10-foot-radius spread of these creatures. Any creature that enters this area must succeed at a DC 43 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Avian Mastery (Su) Any creature flying under its own power (flight from a source other than a spell, spell-like ability, or magic item) that attempts to attack Pazuzu with a melee attack must attempt a DC 40 Will save. If it fails, the creature can’t follow through with the attack, that part of its action is lost, and it can’t directly attack Pazuzu for 1d4 rounds. Once a creature succeeds at this save, it is immune to this ability for 24 hours. The save DC is Charisma-based.
Hear Name (Su) Pazuzu hears his name whenever it is spoken, regardless of distance—this ability functions even across planar boundaries. If a creature speaks Pazuzu’s name aloud three times in the same breath, Pazuzu automatically knows that creature’s precise location and name. If Pazuzu is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.
Poison (Ex) Sting—injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.
Possession (Su) Once per day as a swift action, Pazuzu can attempt to possess a single living creature within 1 mile, provided he knows the target’s name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw, and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Pazuzu for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Pazuzu automatically knows every thought that creature has. By concentrating, he can sense the creature’s surroundings using that creature’s senses. As a swift action, he can cause the creature to perform any ability it can perform on its own. Pazuzu can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Pazuzu can only possess one creature at a time. When Pazuzu isn’t actively controlling the target, it can take its own actions. Dispel chaos or dispel evil ends this possession effect as if it were an enchantment spell, but unless the caster of the spell succeeds at a DC 30 caster level check, as a swift action Pazuzu can attempt to possess the caster as he is driven out of the target. A creature possessed by Pazuzu is immune to protection from evil, magic circle against evil, and any similar effects. The save DC is Charisma-based.
Profane Wishcraft (Su) A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.
Swarm Master (Su) Pazuzu is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.
SCEPTER OF SHIBAXET
Slot
none CL 30th WEIGHT 4 lbs. Aura overwhelming all
Pazuzu’s weapon is the Scepter of Shibaxet, a staff of black metal with a large hook at its tip. The scepter functions as a rod of enemy detection that can be used any number of times per day. If Pazuzu presents the scepter as a standard action, all creatures within 30 feet who view it become panicked for 1d6 rounds unless they succeed at a DC 23 Will save (this is a mind affecting fear effect). Once per day, Pazuzu can use the Scepter of Shibaxet as a rod of cancellation (this does not deplete or harm the scepter). As a standard action, he can call the scepter to his hand from any distance, even across planar boundaries. As an immediate action, Pazuzu can transform the scepter into a +5 anarchic keen unholy longsword or return it to its normal shape. None of its other powers can be used in sword form.
DESTRUCTION The Scepter of Shibaxet can be broken by a redeemed demon lord if the regenerating towers of Shibaxet are already destroyed.