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Demon

Source Pathfinder RPG Bestiary pg. 57

Demons exist for one reason—to destroy. Where their more lawful counterparts, the devils of Hell, seek to twist mortal minds and values to remake and reshape them into reflections of their own evil, demons seek only to maim, ruin, and feed. They recruit mortal life only if such cohorts speed along the eventual destruction of hope and goodness. Death is, in some ways, their enemy—for a mortal who dies can often escape a demon's depredations and flee to his just reward in the afterlife. It is the prolonging of mortal pain and suffering that fuels a demon's lusts and desires, for it is partially from mortal sin and cruelty that these monstrous fiends were born.

Demons are the most prolific and among the most destructive of the fiendish races, yet despite what some lore might preach, they were not the first forms of life to rise in the stinking pits of ruin and cruelty known across the multiverse as the Abyss. Before the first fledgling deity gazed upon reality, before mortal life drew its breath, before even the Material Plane itself had fully formed, the Abyss was infested with life.

Known to many scholars as “proto-demons,” these wretched and deadly beings were the qlippoth. Today, because of the influence of sinful mortal souls upon the Abyss, mixed with unholy tamperings at the hands of the daemonic keepers of Abaddon and the cruel whims of fate and evolution, the rule of the qlippoth has receded. The proto-demons dwell now in the noxious and forgotten corners of the Abyss, and the far more fecund and prolific demons rule now in their stead. With each evil mortal soul that finds its way into the Abyss, the ranks of the demonic hordes grows—a single soul can fuel the manifestation of dozens or even hundreds of demons, with the exact nature of the sins carried by the soul guiding the shapes and roles of the newly formed fiends.

The Abyss is a vast (some say infinite) realm, far larger than any other plane save possibly the primal chaos of the Maelstrom itself. As befits such a vast and varied realm, the demonic host is likewise diverse. Some carry in their frames humanoid shapes, while others are twisted beasts. Some flop on land while others flap in air or sea. Some are schemers and manipulators of emotion and politics, others are destructive engines of ruin. Yet all demons work to the same goal—pain and suffering for mortal life in all its forms.

Yet despite this, mortals have sought demonic aid since the start. Be it an instinctual draw to self-destruction or a misguided lust for power, conjurers to this day continue to draw forth demons with forbidden magic. Some conjure demons for lore, while others call upon them to serve as assassins or guards. Demons view such summoners with a mix of hatred and thanks, for most demons lack the ability to come to the Material Plane to wreak havoc on their own. They depend on the mad to call them up from the Abyss, and while they gnash their fangs and rail against the commands and strictures enforced, most demons find ways to twist their summoners' demands so that even the most tightly controlled demonic slave leaves a trace of ruin and despair in its wake. More often than not, a foolish spellcaster makes a fatal mistake in the conjuring and pays for it with blood, unwittingly releasing a terrible blight upon the world as his conjuration breaks free of his control.

The truly mad call upon demons to offer themselves, both body and soul, in the misguided belief that alliance with the demonic can buy salvation and protection when the demonic apocalypse finally comes to call. Tales of desperate kings who sought to engage demons to serve as generals for their armies or of lunatics who seek demonic sires to gift them with horrific children are common enough, yet worst are those mortals who worship the most powerful demons as gods, and who pledge their lives in support of that which would bring destruction to all.

Demon Subtype

Demons are chaotic evil outsiders that call the Abyss their home. Demons possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.
  • Immunity to electricity and poison.
  • Resistance to acid 10, cold 10, and fire 10.
  • Summon (Sp) Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
  • Telepathy.
  • Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
  • A demon's natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction

Creatures in "Demon" Category

NameCR
Abrikandilu3
Andrazku5
Babau6
Balor20
Brimorak5
Cambion2
Coloxus12
Derakni10
Dretch2
Gallu19
Gibrileth11
Glabrezu13
Hala4
Hezrou11
Incubus6
Kalavakus10
Katpaskir18
Kithangian9
Larva1
Lilitu17
Marilith17
Nabasu8
Nalfeshnee14
Omox12
Oolioddroo13
Painajai14
Quasit2
Schir4
Seraptis15
Shachath11
Shadow Demon7
Shemhazian16
Succubus7
Swaithe4
Thoxel Demon5
Ulkreth15
Vavakia18
Vermlek3
Vilsteth16
Vrock9
Vrolikai19
Yaenit6

Demon, Andrazku

This burly, primitive-looking creature has an ape-like upper body, demonic horns, cloven hooves, and skin the color of a snow-buried corpse.

Andrazku CR 5

Source Pathfinder #69: Maiden, Mother, Crone pg. 84 (Amazon)
XP 1,600
CE Medium outsider (chaotic, cold, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., scent; Perception +12

Defense

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +2
DR 5/cold iron or good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 16
Weaknesses vulnerable to fire

Offense

Speed 30 ft., climb 30 ft.
Melee 2 slams +10 (1d6+4), bite +10 (1d6+4 plus bleed and 1d6 cold)
Special Attacks bleed 1d4, breath weapon (10-ft. cone, 3d6 cold, Reflex half DC 17, usable every 1d4 rounds), mutilating gouge, powerful charge (slam, 2d6+6)
Spell-Like Abilities (CL 6th; concentration +8)
3/day—cause fear (DC 13), locate creature, teleport (self plus 50 lbs. of objects only)
1/day—righteous might, summon (level 3, 1 andrazku 25%)

Statistics

Str 21, Dex 13, Con 18, Int 10, Wis 11, Cha 14
Base Atk +6; CMB +11; CMD 22
Feats Improved Initiative, Power Attack, Skill Focus (Perception)
Skills Bluff +11, Climb +12, Intimidate +8, Perception +20, Sense Motive +9, Survival +6, Swim +10; Racial Modifiers +8 Perception
Languages Abyssal, Giant; telepathy 100 ft.
SQ icewalking

Ecology

Environment any (Abyss)
Organization solitary, pair, or gang (3–8)
Treasure standard

Special Abilities

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the demon climbs must be icy. The demon can move across icy surfaces without penalty and does not need to attempt Acrobatics checks to run or charge on ice.

Mutilating Gouge (Ex) If the andrazku hits with both slams in the same round, its target must succeed at a DC 17 Fortitude save or take 1 point of Charisma damage. The DC is Constitution-based.

Andrazkus are thugs who use their strength to lord over weaker creatures. Their hatred is cold and seething, prone to suddenly snapping in an avalanche of ice and crushing blows. Birthed from the protomatter of the Abyss with natural gifts for tracking and subduing prey, they are sometimes used as trackers and jailors by more powerful demons who need to find lost prisoners and slaves.

From the waist up these demons are built much like strong, hairy humans or dwarves, but with exaggerated proportions resembling those of a gorilla. Their thick necks sport bristling manes that merge with the hair on their backs, and their flat faces bear two ramlike horns and cold eyes filled with hate. Their breath is a freezing fog, and their teeth are small but numerous, like a shark’s. An andrazku’s legs seem small in comparison to its torso, bend backward like a satyr’s, and end in large cloven hooves. Their skin is the dead blue of a frozen corpse or a frost giant. Their top-heavy builds mean they have difficulty standing upright and normally assume a hunched posture; many prefer to walk and run on all fours, like apes. An andrazku is 7 feet tall at the shoulder and weighs 450 pounds.

Ecology

An andrazku forms from the soul of a chaotic mortal who hated women and used his or her power to oppress and demean them, such as a tyrant who selectively enforced laws against women, a priest who preached that women are the source of all sin, or a father who secretly beat his wives and daughters for their supposed failures. For this reason andrazkus are known to scholars as “misogyny demons.” Few of these souls dared to greater crimes (which would cause their souls to become incubi or babaus), nor were they once mortals who hated women but never acted upon their hatred—an andrazku only forms from a soul filled with suff icient hatred toward women to provoke action, but that is hampered by enough cowardice to prevent it from performing acts of greater evil. Most of them were male mortals, but an especially misogynistic evil female creature might become an andrazku in the Abyss.

An andrazku grows excited when it senses its prey’s fear, but becomes frustrated if the hunt lasts for too long. Despite these demons’ masculine appearance and aggression, most of them are impotent and some completely lack genitalia, rendering their lust pointless. Their nature is to berate, degrade, and beat; they tend to kill only when they feel an urge to eat, when their stymied passion becomes too great to tolerate, or when they are mocked for their shortcomings.

An andrazku prefers to attack with its bite and fists (often contemptuously slapping foes, minions, and prey with an open hand), but a vicious one may use a scourge and jagged-bladed sword as if pretending to be a balor. Sadistic and cruel, andrazkus have been known to chase down their prey, batter it for a while, and then release it, giving it enough of a head start that it thinks it has a chance of escaping. The andrazkus then track it down (using locate creature and teleport) to repeat the cycle again.

An andrazku in a position of authority likes to mark its minions and slaves with a scar on one side of the face indicating the demon’s ownership. The demon typically uses its breath weapon to freeze a metal brand until it is cold enough to leave a permanent mark. If a slave is resistant or immune to cold, the demon uses a knife to carve its mark into one side of the creature’s face.

Because of their long-simmering tempers and magical abilities, andrazkus are often called “cold demons,” and they mainly live in frigid Abyssal realms such as Jhuvumirak, home of demon lord Kostchtchie. Their intolerance of fire (despite their demonic resistance to it) and the cowardly nature of their origin-sin make them laughingstocks among demons (particularly babaus and incubi); as a result, andrazkus are sullen, resentful, and prone to take out their frustrations on weaker creatures— especially if said creatures are female.

Andrazkus prefer to lair in ice caves or tunnels dug out of hard-packed snow. Some take advantage of their cold immunity and strong swimming ability to live in simple shelters on ice floes. An andrazku’s hooves and huge hands allow it to cling to ice as though it were rough stone, preventing it from slipping and allowing it to use much of the vertical space in its lair to store treasure and observe intruders.

Habitat & Society

Andrazkus loathe associating with more powerful female demons in any way, and curse under their breath at mariliths and similar demons of great stature. Among female demons of similar power, they are quick with clever words, believable boasts, and secret confessions of desire, but these are all lies to disguise the hatred crackling beneath the surface. If given the opportunity, an andrazku would capture and torture a succubus merely because she is female (though a succubus is physically more powerful than a lone misogyny demon, and the hairy brutes have to gang up to have any chance of defeating a “weakling” succubus). Succubi and mariliths are aware of these simple-minded feelings held by andrazkus and they delight in tormenting the brutish creatures. Those female demons know they hold greater strength and power than andrazkus, and they enjoy lording over the creatures, even going so far as to kidnap them from time to time, bringing them to their own lairs and forcing the creatures into servitude.

Andrazkus band together for strength, using their telepathy to silently coordinate their attacks. They often taunt their prey telepathically, either with words, promises of violence, or mocking laughter.

When set loose on the Material Plane, an andrazku usually forces itself into a position of power over a humanoid tribe. Some ally with frost giant tribes, especially those who worship Kostchtchie. Duller ones find better company among girallons and dire apes.

Summoning Andrazku

Andrazkus are receptive to flattery about their size and strength. They like offers of weapons and strengthenhancing items as payment for their services. They can be assigned to guard, hunt, or retrieve; any Charisma check attempted as part a spell to convince an andrazku to undertake a mission other than these kinds of tasks takes a –2 penalty. A female summoner has a –10 penalty on all Charisma checks made to bargain unless the caster acts inferior and unworthy of the demon’s aid.