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ShemhazianCreature 16


CEGargantuanDemonFiend
Source Pathfinder Bestiary
Perception +30 (darkvision, scent (imprecise) 60 feet; true seeing)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Athletics +31, Deception +25, Intimidation +27, Medicine +28, Religion +30
Str +9, Dex +5, Con +7, Int +0, Wis +6, Cha +3

AC 39; Fort +32; Reflex +26; Will +27; +1 status to all saves vs. magic
HP 350
Speed 35 feet (climb 20 feet, fly 35 feet)
Weaknesses Coldiron 15, Good 15

Jaws One Action +33 (+28, +23) to hit (evil, magical, reach 20) 1d6 Evil + 3d12+17 Piercing
Claw One Action +33 (+29, +25) to hit (agile, evil, magical, reach 20) 1d6 Evil + 3d8+17 Slashing
Pincer One Action +33 (+28, +23) to hit (evil, magical, reach 20) 3d8+17 Bludgeoning + 1d6 Evil
Tail One Action +33 (+28, +23) to hit (evil, magical, reach 30) 1d6 Evil + 3d6+17 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicParalyzing Gaze (aura, divine, enchantment, visual)

30 feet Aura


A non-evil creature that ends its turn in the aura must attempt a DC 35 fortitude save. If it fails, it's Slowed 1 for 1 round, and if it critically fails, it is instead Paralyzed for 1 round.

Succor Vulnerability

A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage.

Tail Whip Reaction

Trigger A creature within reach of the shemhazian's tail leaves a square during a move action it's using.


Effect The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.

Enfeebling Bite (divine, necromancy)

If the shemhazian's jaws Strike damages a creature, the target is Enfeebled 3. The target can attempt a DC 37 fortitude save to reduce this to Enfeebled 1 (or be unaffected on a critical success).

Focused Gaze One Action (concentrate, divine, enchantment, incapacitation, visual)

The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn't already Slowed by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 fortitude save or be Paralyzed for 1 round. A shemhazian can't use this ability against the same creature more than once per round.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Divine Innate Spells (DC 37, +29 to hit)

2nd Level: Invisibility (At Will)
4th Level: Clairvoyance, Dimension Door, Dimension Door (At Will), Fly (Constant)
5th Level: Prying Eye
6th Level: True Seeing (Constant)
7th Level: Divine Decree (Evil Only)

Divine Rituals

1st Level: Abyssal Pact


Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.

Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe.


When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.