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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, Lilitu

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

Lilitu CR 17

Source The Worldwound pg. 48 (Amazon)
XP 102,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., true seeing; Perception +34

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 +28)
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
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)
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 (claws), 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) +25, Knowledge (nobility) +25, Knowledge (religion) +22, Perception +34, Sense Motive +26; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid), profane wishcraft

Ecology

Environment any (Abyss)
Organization solitary 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. In addition, 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 1 brand. Heal removes 1d4+4 brands. Greater restoration removes a number of brands equal to the spell’s caster level. Miracle and wish can remove all brands at once. The number of brands a creature gains in this manner has a cumulative series of effects, as summarized below.

1–3 Brands: The lilitu can affect the branded creature with its create husk, husk link, and profane pact abilities.

4–6 Bands: 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 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 humanoid within 30 feet, she can instead opt to transform that slain humanoid into a husk. A successful DC 26 Fortitude save negates this effect, allowing the victim 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. 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 saved before it dies. A lilitu can maintain a number of husks simultaneously equal to her Charisma modifier (8 husks for the typical lilitu); if she creates one too many husks, a previously created husk 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 husk link allows a lilitu to use her change self ability to assume a husk’s original form—when she does, she gains a +20 bonus on Disguise checks made to impersonate that person. If a lilitu with an active husk link ever 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 may 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 may have no more than one profane pact from a lilitu at one time. This functions identically to a succubus’s profane gift ability (Pathfinder RPG Bestiary 68), 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 makes a successful 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-round attack action, she can attack twice with each of her claws, for a total of four attacks a round.

Lilitu demons are subversive and hidden horrors, demons who work much more subtlety 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 labors in humanoid guise to infect society from within with sin. Known to some as temptation demons, lilitus enjoy little more than leading mortals into all matter of sinful acts, in the hopes that when the mortal perishes, that soul will fuel the Abyss. Despite some superf icial 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 sinful acts a specif ic target can be convinced to perform.

Lilitus have numerous tools at their disposal for the encouragement of promoting 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 these heinous acts. A son convinced to kill for his mother (the disguised lilitu) to rectify a grave injustice done to her produces more delight than simply mindcontrolling a humanoid into doing 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 supernatural ease. A lilitu forms from the soul of a mortal who lured others of its kind to commit sins.

Lilitus serve many demon lords, although the demon lords associated with the classic seven deadly sins— Areshkagal (greed), Jubilex (sloth), Nocticula (lust), Orcus (wrath), Shax (envy), Socothbenoth (pride), and Xoveron (gluttony)—are their favorites. Lilitus who serve these seven demon lords are unique in appearance, ref lecting their sins more physically than others of their kind. A lilitu of Jubilex might appear to be made of slime, while a lilitu of Xoveron might be morbidly obese.

Lilitus typically stand 6 feet tall and weigh 130 pounds.