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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, Cambion

This leering, red-skinned demonic humanoid has a pair of black horns upon his brow and cloven hooves for feet.

Cambion CR 2

Source Pathfinder #76: The Midnight Isles pg. 84 (Amazon)
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) or 2 claws +5 (1d4+2)
Ranged mwk composite longbow +5 (1d8+2/×3)
Special Attacks sadistic strike, sinfrenzy
Spell-Like Abilities (CL 3rd)
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 +6, Bluff +10, Disguise +10, Intimidate +8, Perception +7, Sense Motive +7, Stealth +6
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 are particularly cruel, and they excel at causing pain and anguish. A cambion always treats any weapon he attacks with (including natural weapons and spells that require attack rolls to hit) as if the demon had the Improved Critical feat for that weapon, increasing the weapon’s threat range as appropriate.

Sinfrenzy (Su) Every cambion carries within his being an excessive capacity for one of the seven classical sins—this focus is determined at the moment of the cambion’s birth and depends 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 turn himself over to his sin and enter into 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 as summarized below.

Envy (cleric): Cambion clerics covet the power of the gods themselves. While an envious cambion is in a sinfrenzy, his channeled energy effect increases by 1d6.

Gluttony (alchemist): Cambion alchemists take great pleasure in drinking their extracts, potions, mutagens, and even poisons. While a gluttonous cambion is in a sinfrenzy, his bombs deal an additional die of damage.

Greed (rogue): Cambion rogues are obsessed with gathering as much wealth and power as they can. While a greedy cambion is in a sinfrenzy, he deals an additional die of sneak attack damage.

Lust (bard): Cambion bards seek to dominate and control as many hedonistic slaves as they can through magic and intimidation. While a lustful cambion bard is in a sinfrenzy, the effects of his inspire courage, inspire competence, inspire greatness, and inspire heroics abilities increase by 1. The save DCs of the cambion’s bardic performances also increase by 1 when he is in this state.

Pride (wizard): Cambion wizards believe their magic is greater than all others. While a prideful cambion is in a sinfrenzy, his spell save DCs increase by 1.

Sloth (fighter): Cambion fighters carry the essence of sloth within, so much so that even their very blood seems to flow slowly from cut veins. While a slothful cambion fighter is in a sinfrenzy, he gains 2 bonus hit points per Hit Die.

Wrath (ranger): Cambion rangers charge their attacks with savage hatred. While a wrathful cambion ranger is in a sinfrenzy, his favored enemy bonuses increase by 2.

Not all demons are formed from the sinful souls of mortals sent on to the Abyss. Demons are nothing if not fecund, as the widespread presence of tieflings, halffiends, and fiendish creatures attests, yet these tainted and corrupted spawn are not true demons. Cambions are unusual fiends in that they merge these two methods of demonic creation, resulting in a nearly humanoid but wholly fiendish creature capable of rising to great heights of power in time.

A cambion is in small part a humanoid, but in practice this aspect applies almost entirely to his physical appearance, for a cambion is a true outsider, a creature whose body and soul are one. The majority of cambions have red skin, horns on their heads, and cloven hooves for feet—while the same variety exists among cambions as it does among humans, the fiendish aspects of cambions’ appearance don’t range as widely as those of tief lings. A typical cambion stands 6 feet tall and weighs 190 pounds.

Ecology

A cambion is born when an incubus impregnates a humanoid female in the Abyss and the humanoid carries the child to term without leaving the Abyss. While gestating, the child absorbs the plane’s chaotic evil energies and transforms completely. Rather than being a half-fiend (as would be the case if the mother gave birth or was impregnated on a plane other than the Abyss), a child born under such circumstances is always born a cambion, and always born male. Only humanoids can give birth to cambions, and the majority of cambions’ mothers are humans. Birthing a cambion is particularly painful and dangerous, and in most cases the mother dies during childbirth.

Cambions are unusual among demons in that they enter life in the Abyss not as fully formed demons, but as infants. And while cambions mature quickly—reaching adulthood over the course of only 6 painful months— they remain relatively helpless for much of this time, requiring someone to rear them. The Abyss’s denizens are not known for their caring and nurturing natures, so despite the insatiable urges of their incubus fathers, few cambions live to see adulthood. And while cambions do not need to remain in the Abyss during the period of their maturation, it’s rare for someone to spirit such a child out of the Worldwound.

Once fully grown, a cambion attains its full demonic powers. When the first day of its seventh month of life dawns, a cambion gains his spell-like abilities and sinfrenzy power. Unlike other demons, cambions as a whole aren’t associated with a specific sin; some revel in their fathers’ lustful natures, and other embrace pride, envy, and so on (this need not match their sinfrenzies).

Habitat & Society

Few places in the Abyss provide safe harbor for a newborn cambion to mature—the most notable of these are Nocticula’s Midnight Isles. Here, Nocticula rewards those who take upon themselves the stewardship of a cambion infant, but only if that cambion, upon reaching maturity, chooses to award its foster parent the honor of being named its “warden.” A cambion has a month to bestow this honor, and does so by uttering the following prayer to Nocticula: “By the grace of Our Lady in Shadow do I name thee, (creature’s name), my warden.” By Nocticula’s decree, cambions are free to name anyone warden, so anyone who seeks this honor is well advised to give her cambion fosterling no reasons to betray her.

Once a warden is so chosen, the nature of the boon Nocticula grants varies; it might be a monetary reward, a magical gift, an enhancement to body or mind, or (in rare cases) even a moment of dalliance with Nocticula herself. Entire societies on the Midnight Isles exist for the sole purpose of raising cambions and seeking out such boons.

Cambions often rise to great power by advancing in class level, particularly in classes associated with their favorite sins. It is rare for a cambion to take class levels in a class that is not associated with its sinfrenzy ability, but not unheard of.

When encountered on the Material Plane, cambions most often already have a number of class levels. These cambions are in charge of groups of cultists, where they serve as demonic generals and powerful spellcasters. They always come to the Material Plane with grand plots and recruit others to help them sow sin. Cambions in these roles are often in service of a demon lord—or even Lamashtu herself. It is unusual for more than a handful of cambions to work together, as their inflated egos lead to arguments and internal bickering.