Demons are summoned from the Abyss, a plane of chaos and evil. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.
Demons
Babau
Reeking of decay, this gaunt humanoid is covered in black, leathery skin. Behind its pointed ears, a large curved horn rises out of the back of its skull. A mouth of jagged teeth takes up half of the foul creature’s head.
Babaus serve as assassins that strike with a sudden ferocity. They are devious, forming careful plans before going into battle—always making sure that they do not have to engage in a fair fight.
A babau is about 6 feet tall and weighs about 140 pounds.
A babau can be summoned with the summon monster V spell.
Combat
Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks. A babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws.
A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Babau
Medium outsider (chaotic, evil, extraplanar)
Init +5; Senses darkvision, see invisibility; Perception +19
Defense
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 66 (7d8+35)
DR 10/good
Fort +7, Ref +6, Will +5
SR 17
Resist acid 10, cold 10, fire 10
Immune electricity, poison
Defenses protective slime
Offense
Speed 30 ft.
Melee 2 claws +12 (1d6+5), bite +12 (1d6+5)
Melee longspear +12/+7 (1d8+7/×3), bite +7 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +2d6
Spell-like Abilities
- Constant—see invisibility
- At will—darkness, dimension jump, dispel magic
- 1/day—summon (level 3, 1 babau at 40%)
Statistics
Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
Base Atk +7; CMB +12; CMD 23
Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22
Languages Abyssal, Celestial; telepathy 100 ft.
Morale resolute (+4)
Ecology
Environment Infinite Layers of the Abyss
Organization solitary or gang (1d6+2)
Special Abilities
Protective Slime (Su)
A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Skills
Babaus have a +8 racial bonus on Perception and Stealth checks.
Dretch
This humanoid-looking creature has a squat and blubbery, almost hairless body, with pale, sickly flesh and a slack mouth full of small fangs.
Dretches are pathetic but wicked creatures that spend most of their time milling about in mobs or serving as rank-and-file troops in tanar’ri armies.
A dretch is about 4 feet tall and weighs about 60 pounds.
Dretches cannot speak but can communicate telepathically.
A dretch can be summoned with the summon monster III spell.
Combat
Dretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches’ fear of their greater kin is stronger then even their fear of death.
A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Dretch
Small outsider (chaotic, evil, extraplanar)
Init +0; Senses darkvision; Perception +5
Defense
AC 14, touch 11, flat-footed 14 (+1 size, +3 natural)
hp 16 (2d8+7)
DR 5/good
Fort +5, Ref +0, Will +0
Resist acid 10, cold 10, fire 10
Immune electricity, poison
Offense
Speed 20 ft.
Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
- 1/day—cause fear (DC 10), stinking cloud (DC 11), summon (level 1, 1 dretch 35%)
Statistics
Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Escape Artist +5, Perception +5, Stealth +9
Languages Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets)
Morale mercenary (+0)
Ecology
Organization Solitary, pair, gang (1d3+2), crowd (1d10+5), or mob (10d4)
Glabrezu
This creature is as tall as a giant, with a broad, muscular body. Its four arms end in weapons—two with clawed hands, two with powerful pincers. Its doglike head is topped with horns, and its muzzle drips with sharp fangs. Its eyes have a cold, dark, penetrating quality that suggests cunning and intelligence.
Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.
Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.
A glabrezu can be summoned with the summon monster IX spell.
Combat
Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.
A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Glabrezu
Huge outsider (chaotic, evil, extraplanar)
Init +0; Senses darkvision, true seeing; Perception +26
Defense
AC 28, touch 8, flat-footed 28 (−2 size, +20 natural)
hp 222 (12d8+168)
DR 10/good
Fort +15, Ref +4, Will +11
SR 24
Resist acid 10, cold 10, fire 10
Immune electricity, poison
Offense
Speed 40 ft.
Melee 2 pincers +20 (2d8+10/19–20 plus grab), 2 claws +20 (1d6+10), bite +20 (1d8+10)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities
- Constant—true seeing
- At will—chaos hammer (DC 20), confusion (DC 20), dimension jump, dispel magic, mirror image, reverse gravity (DC 21), veil (self only), unholy blight (DC 20)
- 1/day—power word stun, summon (level 4, 1 glabrezu 20%, or 4d10 dretches 50%, or 1d2 vrocks 50%)
- 1/month—wish (granted to a mortal humanoid only)
Statistics
Str 31, Dex 11, Con 25, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +24 (+28 grapple); CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Bluff +28, Diplomacy +22, Intimidate +22, Perception +26, Sense Motive +20, Stealth +7, Use Magic Device +17
Languages Abyssal, Celestial; telepathy 100 ft.
Morale indomitable (+6)
Ecology
Organization solitary or troop (1 glabrezu, 1 succubus, and 1d4+1 vrocks)
Special Abilities
Grab (Ex)
If a glabrezu hits with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
A glabrezu receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Hezrou
This creature looks like a massive, roughly humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back.
A hezrou can walk both upright and on all fours, but it always fights standing up.
A hezrou is about 8 feet tall and weighs about 750 pounds.
A hezrou can be summoned with the summon monster VIII spell.
Combat
Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.
A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Hezrou
Large outsider (aquatic, chaotic, evil, extraplanar)
Init +4; Senses darkvision; Perception +23
Aura stench (10 ft.; DC 24)
Defense
AC 25, touch 9, flat-footed 25 (−1 size, +16 natural)
hp 150 (10d8+105)
DR 10/good
Fort +14, Ref +3, Will +9
SR 22
Resist acid 10, cold 10, fire 10
Immune electricity, poison
Offense
Speed 30 ft., swim 30 ft.
Melee bite +16 (4d4+7 plus grab), 2 claws +16 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities
- At will—chaos hammer (DC 17), dimension jump, unholy blight (DC 17)
- 3/day—gaseous form
- 1/day—blasphemy (DC 19), summon (level 4, 1 hezrou 35%)
Statistics
Str 25, Dex 11, Con 25, Int 14, Wis 14, Cha 18
Base Atk +10; CMB +18 (+22 grapple); CMD 28
Feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Climb +20, Escape Artist +13, Intimidate +17, Perception +23, Stealth +9, Swim +28
Languages Abyssal, Celestial; telepathy 100 ft.
Special Qualities amphibious
Morale indomitable (+6)
Ecology
Organization solitary or gang (1d3+1)
Special Abilities
Grab (Ex)
If a hezrou hits with either its bite attack or with both claw attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
A hezrou receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Stench (Ex)
A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 22 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Amphibious (Ex)
A hezrou can breathe either air or water indefinitely, and can survive either on land or in an aquatic environment.
Palrethee
This is a tall, emaciated creature of humanoid shape, with bony, white, vestigial wings; the entirety of its body is sheathed in fire.
A palrethee has blood-red or blue skin. The creature can alter the color and appearance of its flames at will, making them appear translucent and ghostly, or the red-orange shade of a fiery forge, or even blue-white and delicate. No matter how the flames look, their effects remain unchanged.
A palrethee can be summoned with the summon monster VI spell.
Combat
Palrethees have all the necessary combat abilities to enjoy the din of battle, but these arrogant fiends often believe themselves to be above the petty assignments they receive. Desperate to acquire magic, mortal souls, or some other currency with which they can gain power, they try to make bargains, use humans as tools, or trick unwary mortals into doing their bidding.
When forced into combat, a palrethee usually employs its fear spell-like ability first to scatter as many opponents as possible, then wades into melee with its flaming longsword.
Palrethee
Medium outsider (chaotic, evil, extraplanar, fire)
Init +3; Senses darkvision, true seeing; Perception +12
Defense
AC 24, touch 14, flat-footed 20 (+3 Dex, +10 natural, +1 Dodge); Mobility
hp 68 (8d8+32)
DR 10/good
Fort +10, Ref +9, Will +7
SR 18
Resist acid 10
Immune electricity, fire, poison
Vulnerable cold
Defenses demonic burn (1d8, DC 18)
Offense
Speed 30 ft.
Melee +1 flaming longsword +15/+10 (1d8+8/19–20 plus 1d6 fire)
Melee 2 slams +13 (1d8+5 plus 1d8 fire and demonic burn, DC 18)
Space 5 ft.; Reach 5 ft.
Spell-like Abilities
- Constant—true seeing
- At will—detect good, detect magic, dimension jump
- 1/day—fear (30-ft. radius, DC 17), summon (level 3, 2 babaus 50%)
Statistics
Str 21, Dex 16, Con 18, Int 17, Wis 12, Cha 17
Base Atk +8; CMB +13; CMD 26
Feats Dodge, Combat Expertise, Mobility, Weapon Focus (longsword)
Skills Bluff +14, Diplomacy +14, Intimidate +14, Perception +12, Sense Motive +12, Stealth +14
Languages Abyssal, Celestial; telepathy 100 ft.
Morale resolute (+4)
Ecology
Organization solitary
Special Abilities
Demonic Burn (Su)
A palrethee deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the demonic burn ability must also succeed on a DC 18 Reflex save or catch fire, taking 1d6 damage per round for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. The save DCs for these effects are Constitution-based.
Vrock
This creature looks like a cross between a large human and a huge vulture. It has strong, sinewy limbs covered with small gray feathers, a long neck topped with a vulture head, and vast feathered wings.
As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk. Vrocks eat their fallen foes after combat.
A vrock is about 8 feet tall and weighs about 500 pounds.
A vrock can be summoned with the summon monster VII spell.
Combat
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.
A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Vrock
Large outsider (chaotic, evil, extraplanar)
Init +6; Senses darkvision; Perception +23
Defense
AC 22, touch 11, flat-footed 20 (−1 size, +2 Dex, +11 natural)
hp 107 (9d8+67)
DR 10/good
Fort +11, Ref +10, Will +6
SR 20
Resist acid 10, cold 10, fire 10
Immune electricity, poison
Offense
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech
Spell-like Abilities
- At will—dimension jump, telekinesis (DC 17)
- 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Statistics
Str 21, Dex 15, Con 21, Int 14, Wis 16, Cha 16
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Perception +23, Sense Motive +15, Stealth +10, Survival +15
Languages Abyssal, Celestial; telepathy 100 ft.
Morale indomitable (+6)
Ecology
Organization solitary, pair, or gang (1d8+2)
Special Abilities
Dance of Ruin (Su)
A vrock can dance and chant as a full-round action. At the end of 3 rounds of this dance, a crackling wave of energy explodes from the vrock, dealing 7d6 points of unholy damage to all creatures (except demons) within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 7d6 and the DC to avoid the effect increases by +1, to a maximum of 21d6 when three or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex)
A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su)
Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Skills
Vrocks have a +8 racial bonus on Perception checks.