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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

Shadow Demon7
Thoxel Demon5

Demon, Oolioddroo

This skeletally thin woman has a mothlike face. It flies upon four dragonfly wings and wears a mantle of shadows.

Oolioddroo CR 13

Source The Worldwound pg. 50 (Amazon)
XP 25,600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., see thoughts; Perception +32


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


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 or 1d4 shadow demons 35%)


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) +22, Knowledge (planes) +22, Perception +32, Sense Motive +32, Spellcraft +22, Stealth +28, Use Magic Device +23; Racial Modifiers +8 Perception, +8 Sense Motive, +4 Stealth
Languages Abyssal, Celestial, Draconic; telepathy 300 ft.


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 into 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 link to its oolioddroo) becomes inert whenever the victim and the oolioddroo are on separate planes. Victims carrying this larva detect as chaotic and evil. 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 immediately ends 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 saves 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 images, colors, 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 on 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 chooses to target 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 does piercing and slashing damage. Whenever an oolioddroo damages a foe with its tongue, it can use its thought siphon attack.

Oolioddroos, known also as moth demons, are a particularly insidious breed of fiend that can infest the brain of a living creature with their eggs, allowing them to manipulate creatures’ thoughts and minds from afar. Sometimes an oolioddroo’s victim can go for months or even years before the demon capitalizes on the link and forces the victim to undertake a particularly nefarious or vile deed. In the worst cases, the victim can commit crimes or heinous acts at the oolioddroo’s bidding and then immediately forget about these acts, creating the perfect sleeper agent who not only unknowingly does the oolioddroo’s bidding, but might even 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 the 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, black gown, but the demon can control the shape of this supernatural defense to make it appear as regular black clothing or simply its own shadow. The oolioddroo’s face is that of a horned moth, and her tongue, while flexible, can penetrate flesh and bone with ease. An oolioddroo stands 6 feet tall, but only weighs 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.

An encounter with an oolioddroo can be rather complex, 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 sleeping or lonely character, so you can just have that character make a Perception check (at a –10 penalty if the character is sleeping) and a saving throw against the modify memory spell—if both fail, you can continue with the assumption that the implanted egg hatches without the player noticing. Thereafter, the source of the strange voices and compulsions in the character’s thoughts, as well as the source of the periodic suggestions and other magical attacks, can be as frighteningly mysterious to the player as well as the character. Of course, you should take care not to go too far with this—if the PC or an ally uses detect evil, for example, don’t forget to give them the clue that something strange is going on when a normally non-evil PC radiates an unexpected aura!