Archives of Nethys

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Demon

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

NameCR
Abrikandilu3
Andrazku5
Babau6
Balor20
Brimorak5
Cambion2
Coloxus12
Derakni10
Dretch2
Gallu19
Ghalzarokh15
Gibrileth11
Glabrezu13
Hala4
Hezrou11
Incubus6
Kalavakus10
Katpaskir18
Kithangian9
Larva1
Lilitu17
Marilith17
Nabasu8
Nalfeshnee14
Omox12
Oolioddroo13
Painajai14
Quasit2
Schir4
Seraptis15
Shachath11
Shadow Demon7
Shemhazian16
Succubus7
Swaithe4
Thoxel Demon5
Ulkreth15
Vavakia18
Vavkia18
Vermlek3
Vilsteth16
Vrock9
Vrolikai19
Yaenit6

Demon, Coloxus

This figure would be the picture of elegance and refinement were it not for its grotesque fly head and shivering insectile wings.

Coloxus CR 12

Source Bestiary 3 pg. 72
XP 19,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., scent; Perception +31

Defense

AC 26, touch 19, flat-footed 17 (+9 Dex, +7 natural)
hp 168 (16d10+80)
Fort +15, Ref +19, Will +9
DR 10/good; Immune electricity, disease, poison; Resist acid 10, cold 10, fire 10; SR 23

Offense

Speed 30 ft., fly 60 ft. (good)
Melee bite +25 (1d6+4 plus siphon), 2 slams +25 (1d4+4)
Special Attacks droning wings, siphon, sneak attack +4d6
Spell-Like Abilities (CL 12th; concentration +18)
Constant—tongues
At will—contagion (DC 20), invisibility, suggestion (DC 19)
3/day—confusion (DC 20), haste, quickened invisibility, mind fog (DC 21)
1/day—giant vermin, shadow evocation (DC 21)

Statistics

Str 19, Dex 28, Con 20, Int 17, Wis 18, Cha 23
Base Atk +16; CMB +25; CMD 39
Feats Agile Maneuvers, Combat Reflexes, Deceitful, Flyby Attack, Hover, Improved Initiative, Quicken Spell-Like Ability (invisibility), Weapon Finesse
Skills Acrobatics +28, Appraise +14, Bluff +29, Diplomacy +14, Disguise +19, Fly +26, Knowledge (arcana, history, planes, and religion) +14, Perception +31, Sleight of Hand +17, Stealth +28; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft., tongues

Ecology

Environment urban (Abyss)
Organization solitary, pair, or swarm (3–8)
Treasure double

Special Abilities

Droning Wings (Ex) Once per day, when it flutters its wings as a standard action, a coloxus can create a mesmerizing display of color and a sound-dampening buzzing drone. All creatures within 30 feet that can see the coloxus must make a DC 24 Will save or be slowed for up to 6 rounds. Each subsequent round, the coloxus must take a swift action to maintain the effect or the effect ceases at the end of its turn. Additionally, the sound creates a buffer against sonic energy, granting the fly demon immunity to sonic attacks or effects while it continues to drone. The save DC is Charisma-based.

Siphon (Su) Any creature bitten by a coloxus must make a DC 23 Fortitude save or take 1d4 points of Charisma damage. A coloxus heals itself of 5 points of damage for every point of Charisma damage it deals. The save DC is Constitution-based.

Description

Coloxus demons, known also as fly demons, resemble humans with the head of a fly and twin pairs of gossamer wings. Even their smallest movements and gestures seem infused with manic quickness and alertness. A coloxus prefers to wear opulent clothing and jewels that would rival the wealthiest nobility of any race. A coloxus is 6 feet tall and weighs 150 pounds.

Ironically—given their grotesque, insectile appearance—coloxus demons are demons of vanity. They are formed from the souls of narcissistic mortals responsible for disasters or tragedy through their careless self-absorption.

Despite their foul appearance, coloxus demons consider themselves cultured and elite. They are unusually patient and well mannered for demons, and as a result are often used as emissaries, diplomats, and negotiators by marilith generals, balors, and even demon lords. Even when facing hated foes, coloxus demons are the epitome of courtesy, but such manners are always a deceitful veneer, masking the creatures’ efforts to gain the upper hand.

Evil mortal spellcasters are fond of conjuring coloxus demons for similar roles, but the monsters also work well as assassins. Even in this role, a coloxus is dignified and polite. Only when presented with a reflection of itself does the normally civilized coloxus show its true demonic colors—any creature foolish enough to trick a coloxus into looking at a mirror finds herself the eternal foe of an insulted and scandalized demon.