All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


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, Gallu

This horned, winged, wolf-headed demon has bone-white flesh onto which have been riveted plates of spiky armor.

Gallu CR 19

Source The Worldwound pg. 44
XP 204,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., true seeing; Perception +36
Aura cloak of chaos (20 ft., DC 25), havoc (30 ft.)


AC 34, touch 18, flat-footed 30 (+8 armor, +4 deflection, +4 Dex, +8 natural)
hp 332 (19d10+228); fast healing 10
Fort +27, Ref +16, Will +21
Defensive Abilities armor plating; DR 15/cold iron and good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 30


Speed 50 ft., fly 50 ft. (good)
Melee +1 wounding falchion +31/+26/+21/+16 (2d4+17/15–20), bite +25 (1d8+5), gore +25 (1d6+5)
Special Attacks rain of blood, wounding blood
Spell-Like Abilities (CL 19th; concentration +26)
Constant—cloak of chaos (DC 25), true seeing
At will—confusion (DC 21), fear (DC 21), geas/quest, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22)
3/day—dimensional lock, quickened hold monster (DC 22), song of discord (DC 22)
1/day—mass hold monster (DC 26), summon (level 7, 1 gallu 20%, 1 marilith 35%, or 1d4 nalfeshnees 60%), symbol of insanity (DC 25), word of chaos (DC 24)


Str 33, Dex 18, Con 34, Int 18, Wis 23, Cha 25
Base Atk +19; CMB +30 (+32 bull rush); CMD 48 (50 vs. bull rush)
Feats Critical Focus, Improved Bull Rush, Improved Critical (falchion), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (hold monster), Staggering Critical, Vital Strike
Skills Bluff +29, Disguise +29, Fly +30, Intimidate +37, Knowledge (engineering) +26, Knowledge (history) +26, Knowledge (planes) +26, Perception +36, Ride +26, Sense Motive +28; Racial Modifiers +8 Intimidate, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid)


Environment any (Abyss)
Organization solitary or platoon (1 gallu, 1–3 mariliths, and 3–12 vrocks)
Treasure standard (+1 falchion, other treasure)

Special Abilities

Armor Plating (Su) The armor plates covering much of a gallu’s body grant it a +8 armor bonus. They also function as armor spikes during grapples, but cannot be used as offhand weapons. In addition, these armor plates can possess one additional armor special ability chosen from the following options: acid resistance 20, cold resistance 20, fire resistance 20, ghost touch, moderate fortification, or sonic resistance 20. A gallu demon can switch the active armor special quality once per hour as a swift action—as a general rule, the gallu demon keeps the armor plating set to moderate fortification. These armor plates do not encumber the gallu or impose armor check penalties, maximum Dex bonuses, or arcane spell failure chances. They cannot be removed, sundered, or destroyed while the gallu lives, and they rust away into nonmagical fragments of iron upon the gallu’s death.

Aura of Havoc (Su) A gallu’s presence wreaks havoc, infusing battlefields with elements of chaos and entropy that disrupt careful coordination and tactical plotting by manipulating fate and chance. This aura extends to a 30-foot radius around the gallu. The aid another action can never grant bonuses in this area, nor does flanking grant bonuses to hit in the affected area (although flanked foes remain susceptible to sneak attack damage). A creature summoned into this area by any creature other than a demon must succeed at a DC 26 Will save to avoid being confused for 1d4 rounds. Paladins and creatures with the lawful subtype must make a DC 26 Will save each round they begin their turn in this aura to avoid being nauseated for 1 round. Demons ignore the effects of a gallu’s aura of havoc. The save DCs are Charisma-based.

Rain of Blood (Su) As a standard action once per minute, a gallu can command the wounds of all creatures within 30 feet to erupt into a gory deluge of blood; any wounded creature in the area of effect immediately takes 3d6 points of damage from the rain of blood and must succeed at a DC 31 Fortitude saving throw. Failure indicates that the damage becomes bleed damage and the affected creature becomes staggered from the pain as long as the bleed damage continues. Creatures that are immune to bleed damage are immune to this ability’s effects. The save DCs are Constitution-based.

Wounding Blood (Su) The spikes that hold a gallu’s armor plates in place extend as far into the demon’s body as they do outside of it, causing rivulets of blood to constantly run from the creature’s flesh. This continual bleeding does not inconvenience or harm the gallu; instead, it grants the wounding special ability to all manufactured weapons wielded by the gallu. The dripping blood does not affect the gallu’s natural attacks.


On the endless battlefields of the Abyss, the demon lords’ vast armies clash and tear at each other in horrific displays of warfare and bloodshed. These conflicts often arise from border disputes between demonic realms, or when one demon lord finds an excuse to attack another. But many of these immense wars have no good reason at all, for gallus eagerly foment war for war’s sake; they are master engineers of martial strife. These hateful, destructive demons arise from the souls of warmongers and war profiteers—nefarious leaders, corrupt priests, or subversive merchants who used their power to perpetuate existing wars or even to trigger new ones, all for the express purpose of personal gain or sadistic pleasure.

Known to some as warmonger demons, the gallus are not as enormous as many of the other powerful demons; despite their near-human size, however, they are among the deadliest of demonkind. Standing 8 feet tall and weighing 450 pounds, these creatures have wolf like (but hairless) horned heads, batlike wings, and pale flesh. Their feet end in hooves, and their tails resemble those of lions. Gallus can assume humanoid shape as well, and typically do so when interacting with mortals, allowing them to more easily sow seeds of war among those they interact with.

These demons are relatively difficult to summon— gate spells can conjure them from the Abyss, but few other mortal spells can call them forth. As a result, most gallus encountered outside the Abyss have traveled there via portals or similar methods. Gallus are innately crafty creatures; when coming to a new world, they resist their natural urges to destroy in favor of infiltration. Extraordinarily patient, they can spend decades or more in disguise as they subtly build their inf luence and acquire positions of power; they then use those positions to incite government officials and other powerful individuals to wage war on their neighbors. Only when the hostilities have completely devastated their host, leaving it in smoking ruins, do gallus shed their human flesh and appear in their true form to gloat and torment the conflict’s few survivors before moving on to seek fresh victims.

In the Worldwound, gallus serve an additional role as commanders in the numerous demonic armies. Many control multiple divisions, each led by a marilith general, and report in turn to one of the Worldwound’s leaders, like Khorramzadeh, Areelu, or Aponavicius. But not all of the Worldwound’s gallus command armies. Those who serve Baphomet primarily utilize their deceptive natures to infiltrate various Mendevian mercenary orders, Mammoth Lord barbarian tribes, settlements on the fringes of more civilized lands, and other factions arrayed against the Worldwound. From within those groups, they serve as advisors, urging those they’ve infiltrated into launching ill-timed or poorly planned attacks on their demonic foes. These gallus occasionally feed their humanoid “allies” legitimate intelligence about demonic fortifications or troop movements, knowing that a little truth can go a long way in encouraging mortals to act upon their more violent urges.