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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, Seraptis

This demonic woman’s flesh is pale and clammy, as if her body had been drained of blood via the numerous deep, raw slashes upon her four arms. As she moves, these gashes open like mouths, displaying row upon row of razor-sharp teeth.

Seraptis CR 15

Source Book of the Damned - Volume 2: Lords of Chaos pg. 58 (Amazon)
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)


AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
hp 217 (15d10+135)
Fort +18, Ref +11, Will +13
Defensive Abilities bloodless; DR 10/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26


Speed 50 ft.
Melee +1 wounding scimitar +22/+17/+12 (1d6+7/15-20), 3 claws +19 (1d6+3 plus grab), gore +19 (2d6+3)
Special Attacks compelling domination, ravenous embrace
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%)


Str 22, 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, Vital Strike
Skills Acrobatics +24 (+32 jump), 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.


Environment any (Abyss)
Organization solitary or cult (1 seraptis plus 1-2 glabrezus and 2-6 succubi)
Treasure double (+1 wounding scimitar, other treasure)

Special Abilities

Bloodless (Ex) A seraptis’s body is not completely bloodless, but what blood its body does contain is typically blood taken from its previous victims—the blood that flows through the demon’s atrophied veins does nothing to give it life. Its wounds do not bleed, and it is immune to bleed effects and to attacks that utilize blood drain to function. Sneak attacks, critical hits, and similar attacks function normally on a seraptis, although if such effects would normally cause bleed damage, those additional effects do not work.

Compelling Domination (Su) When a seraptis uses dominate person (as a spell or spell-like ability), its victims do not actively resist the control and do not gain a new saving throw when ordered to take actions against their nature unless those actions are obviously self-destructive, in which case the victim does get a new saving throw with a +2 bonus to escape the effects of the domination.

Gaze of Despair (Su) A seraptis’s gaze fills the minds of those within 30 feet with overwhelming and soul-crushing despair. Anyone who fails a DC 22 Will save upon being exposed to a seraptis’s gaze immediately takes 1d6 points of Charisma drain and is staggered for 1d6 rounds. If the Charisma drain would normally 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 GM discretion. (In most cases, this effect causes a creature to make a coup de grace attempt on itself, but if a more dramatic method of self-destruction is available, the creature takes that action.) Once a creature reaches this suicidal state of despair, it remains in that state until its Charisma score is restored to its normal maximum—if methods of restoring lost Charisma are not available, the suicidal victim must be restrained at all times to prevent attempts to kill itself. This is a mind-affecting effect. The save DC is Charisma-based.

Grab (Ex) A seraptis gains a cumulative +4 bonus on grapple attempts for each successive claw attack that hits in a single round, provided the claw attacks all hit the same target. If she grabs a foe, she can use her ravenous embrace.

Ravenous Embrace (Su) Once per round, a creature grappling or grappled by a seraptis can be attacked by the ravenous, toothed wounds that decorate a seraptis’s arms. These teeth bite and chew, inflicting an automatic 4d6+12 points of damage each round—in addition, the wounds caused by the ravenous embrace cause 2d6 bleed and 1d4 points of Strength drain as the seraptis drinks away the victim’s blood and other vital fluids. As long as the seraptis is within 30 feet of a foe suffering bleed damage from her ravenous embrace, the blood that flows from the victim writhes through the air into the seraptis’s arm maws, healing the seraptis by an amount equal to the amount caused by that round’s bleed effect.

Statuesque and hauntingly beautiful (at least, until the toothy wounds on their arms gape open), seraptis demons are the favored minions of the demon lord Sif kesh, although they also often serve other demon lords (particularly Nocticula and Socothbenoth). Formidable combatants, seraptis demons typically function as bodyguards or lone champions for their masters, but many of these demons have achieved greater glory on their own as rulers of subdomains in greater Abyssal realms.

A seraptis demon stands 7 feet tall and weighs 230 pounds.