Pathfinder RPG Reference Document
Pathfinder Reference Document

Demon, Kalavakus

This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.

Kalavakus CR 10

XP 9,600

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +1; Senses darkvision 60 ft.; Perception +24

Defense

AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)

hp 125 (10d10+70)

Fort +10, Ref +8, Will +10

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21

Offense

Speed 30 ft.

Melee bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)

Special Attacks enslave soul, horns, powerful charge (gore, 4d6+12)

Spell-Like Abilities (CL 12th; concentration +15)

At will—command (DC 14), greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)

3/day—air walk, dominate person (DC 18), haste

1/day—greater command (DC 18), summon (level 4, 1 kalavakus 40%), symbol of persuasion (DC 19)

Statistics

Str 22, Dex 13, Con 24, Int 15, Wis 17, Cha 16

Base Atk +10; CMB +16 (+22 disarm); CMD 27

Feats Combat Expertise, Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack

Skills Acrobatics +14, Climb +19, Intimidate +16, Knowledge (planes) +15, Perception +24, Sense Motive +16, Stealth +14, Use Magic Device +16; Racial Modifiers +8 Perception

Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.

Ecology

Environment any (the Abyss)

Organization solitary, pair, or slaver gang (3–6 kalavakuses plus 10–20 slaves)

Treasure standard

Special Abilities

Enslave Soul (Su) A kalavakus can attempt to enslave the soul of any mortal creature within 60 feet as a swift action. The kalavakus must have line of sight to the target. The target can resist this special attack with a DC 18 Will save, but is staggered for 1 round even if the save is successful. If the save is successful, the creature is immune to this ability for 24 hours. If the save is a failure, the target's soul is enslaved—this creature takes a –6 penalty on all attack rolls and saving throws against that kalavakus. If a creature with an enslaved soul is slain by that kalavakus, the soul immediately infuses the demon's body, affecting it with a heal spell (CL 12th). A kalavakus can have only one mortal soul enslaved at a time—if it enslaves a second soul, the first is released. This is a mind-affecting death effect. The save DC is Charisma-based.

Horns (Ex) The kalavakus's numerous horns can easily catch weapons and yank them away from opponents. The demon gains a +4 racial bonus on all disarm attempts as a result.

Known to some as “horned demons,” the kalavakus demons are hulking, muscled beasts. They work as slavers on the Abyss, sometimes as harem keepers or captains of the guard for a more powerful demon, and at other times as mercenaries who sell their captured victims for profit to anyone with the funds to pay.

A kalavakus is 7 feet tall and weighs 450 pounds. They form from the souls of evil mortals who were slavers in their mortal lives.

Demon, Omox

This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.

Omox CR 12

XP 19,200

CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)

Init +11; Senses darkvision 120 ft.; Perception +28

Defense

AC 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)

hp 162 (13d10+91)

Fort +15, Ref +13, Will +12

DR 10/good; Immune acid, critical hits, disease, electricity, paralysis, poison, polymorph, sleep effects, stunning; Resist cold 10, fire 10; SR 23

Offense

Speed 40 ft., climb 20 ft., swim 80 ft.

Melee 2 slams +21 (1d6+8 plus 3d6 acid and grab)

Ranged slime +20 (1d6 plus 3d6 acid and entangle)

Special Attacks smothering

Spell-Like Abilities (CL 12th; concentration +16)

At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap (see below), telekinesis (DC 19)

3/day—gaseous form, control water, poison (DC 18), stinking cloud (DC 17)

1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)

Statistics

Str 26, Dex 25, Con 24, Int 15, Wis 19, Cha 18

Base Atk +13; CMB +21; CMD 39 (can't be tripped)

Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike

Skills Acrobatics +23 (+27 jump), Climb +32, Escape Artist +23, Knowledge (dungeoneering) +18, Knowledge (planes) +18, Perception +28, Sense Motive +20, Stealth +23 (+33 when submerged), Swim +32; Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SQ amorphous, amphibious, compression

Ecology

Environment any (the Abyss)

Organization solitary or clot (2–6)

Treasure standard

Special Abilities

Liquid Leap (Sp) As long as an omox is in contact with liquid, it can use dimension door as a swift action (CL 12th); its starting and ending points must be connected by a contiguous mass of liquid.

Slime (Su) An omox's nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The save DC is Constitution-based.

Smothering (Ex) An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim's mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak. See page 445 of the Pathfinder RPG Core Rulebook for rules on how long a victim can hold its breath and the consequences of suffocation.

Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated.

A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.

Demon, Shemhazian

This enormous, bestial demon combines the worst aspects of a bear, a mantis, a wolf, and a reptilian humanoid.

Shemhazian CR 16

XP 76,800

CE Gargantuan outsider (chaotic, demon, evil, extraplanar)

Init +4; Senses darkvision 60 ft., detect good, scent, true seeing; Perception +36

Defense

AC 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, –4 size)

hp 246 (17d10+153)

Fort +19, Ref +11, Will +18

DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27

Offense

Speed 40 ft., climb 20 ft., fly 60 ft. (good)

Melee bite +25 (2d6+12 plus 2d4 Strength drain), 2 claws +25 (2d6+12), 2 pincers +23 (1d12+6), tail slap +23 (2d6+6)

Space 20 ft.; Reach 20 ft. (30 ft. with tail slap)

Special Attacks paralyzing gaze, rend (2 claws, 2d6+18)

Spell-Like Abilities (CL 15th; concentration +18)

Constant—detect good, fly, true seeing

At will—greater teleport (self plus 50 lbs. of objects only), invisibility, telekinesis (DC 18)

3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes

1/day—blasphemy (DC 20), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)

Statistics

Str 35, Dex 19, Con 29, Int 10, Wis 26, Cha 16

Base Atk +17; CMB +33; CMD 48

Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike

Skills Bluff +23, Climb +20, Fly +2, Heal +28, Intimidate +23, Knowledge (religion) +20, Perception +36, Sense Motive +28; Racial Modifiers +8 Perception

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Ecology

Environment any (the Abyss)

Organization solitary

Treasure standard

Special Abilities

Paralyzing Gaze (Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.

Strength Drain (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based.

Although nearly all the horrors of the Abyss prey upon one another in an endless, eternal bloodbath, shemhazians are predators among predators. They are more intimidating and physically powerful than most demons, combining the features of numerous insectile and bestial hunters into one massive, deadly form. Although they don't require sustenance, shemhazians take perverse delight in mutilating and eating their victims.

A shemhazian stands 35 feet tall and weighs 12,000 pounds. They form from the sinful souls of torturers and those who enjoyed mutilating living victims to death.

Demon, Vrolikai

This black-skinned, bat-winged demon has four arms; a long, thin tail; and a leering, fanged face with dead, white eyes.

Vrolikai CR 19

XP 204,800

CE Large outsider (chaotic, demon, evil, extraplanar)

Init +10; Senses darkvision 120 ft., low-light vision, true seeing; Perception +36

Defense

AC 35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19 natural, –1 size)

hp 332 (19d10+228)

Fort +18, Ref +17, Will +17

DR 15/cold iron and good; Immune death effects, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30

Offense

Speed 40 ft., fly 60 ft. (perfect)

Melee +1 black flame knife +29/+24/+19/+14 (1d6+11/19–20 plus energy drain), 3 +1 black flame knives +29 (1d6+6/19–20 plus energy drain), bite +23 (1d8+5), sting +23 (1d6+5 plus madness) or bite +28 (1d8+10), 4 claws +28 (1d6+10), sting +28 (1d6+10 plus madness)

Space 10 ft.; Reach 10 ft.

Special Attacks black flame knives, death-stealing gaze, multiweapon mastery

Spell-Like Abilities (CL 19th; concentration +27)

Constant—true seeing

At will—deeper darkness, enervation, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 23)

3/day—quickened enervation, regenerate, silence (DC 20), vampiric touch

1/day—mass hold monster (DC 27), summon (level 6, 1 marilith 50% or 1d4 glabrezus 75%), symbol of death (DC 26)

Statistics

Str 30, Dex 23, Con 35, Int 22, Wis 23, Cha 26

Base Atk +19; CMB +30; CMD 47

Feats Cleave, Combat Expertise, Dodge, Flyby Attack, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Quicken Spell-Like Ability (enervation), Vital Strike

Skills Acrobatics +25 (+29 jump), Bluff +30, Fly +34, Intimidate +27, Knowledge (arcana) +25, Knowledge (planes) +28, Perception +36, Sense Motive +28, Spellcraft +25, Stealth +24 (+32 in shadowy areas), Survival +25, Use Magic Device +27; Racial Modifiers +8 Perception, +8 Stealth in shadowy areas

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Ecology

Environment any (the Abyss)

Organization solitary

Treasure double

Special Abilities

Black Flame Knives (Su) A vrolikai can manifest daggers made of crystallized black flames in each of its four hands as a free action. These weapons function as +1 daggers that bestow one permanent negative level on a successful hit. A DC 27 Fortitude negates the negative level, although on a critical hit, no save is allowed. The save DC is Charisma-based.

Death-Stealing Gaze (Su) 1 permanent negative level, 30 ft., Fort DC 27 negates. Creatures slain by these negative levels become juju zombies under the vrolikai's control. The save DC is Charisma-based.

Madness (Su) A creature stung by a vrolikai's tail must make a DC 27 Will save to resist taking 1d6 points of Charisma drain and becoming confused for 1d4 rounds. On a successful save, the victim is instead staggered for 1d4 rounds as strange visions assault its mind. This is a mind-affecting effect. The save DC is Charisma-based.

Multiweapon Mastery (Ex) A vrolikai never takes penalties on its attack roll when fighting with multiple weapons.

A vrolikai is 14 feet tall but weighs only 500 pounds. Unlike other demons, it does not form from a sinful soul—it instead manifests from a nabasu demon that returns to the Abyss after growing to maturity on the Material Plane. Not all nabasus survive this transformation, but those who do become powerful indeed—vrolikai usually rule large regions of unclaimed Abyssal land, and often serve as assassins or ambassadors to demon lords in need of an agent in a distant realm.