Shemhazian Demon
CR 16, CE Gargantuan Outsider (demon, extraplanar)
Senses: Perception 36, Darkvision 60, Detect alignmentThe creature can detect the alignment of creatures if they are in line-of-sight., ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill. , True SeeingThe creature can see through magical darkness, notices secret doors hidden by magic, sees through blur or displacement, sees invisibility, sees through illusions, sees ethereal creatures, and sees the true form of polymorphed creatures. True seeing doesn't see through solid objects.
Speed: 40 ft., climb 20 ft., fly 60 ft. (good) Skills: Athletics 20, Deception 23, Insight 28, Intimidation 23, Medicine 28, Religion 20
Languages: Abyssal, Celestial, Draconic, telepathy (100 ft.)
Ability Scores: Str 35 (+30), Dex 19 (+12), Con 29 (+27), Int 10 (+18), Wis 26 (+26), Cha 16 (+21)
INIT: +4 CP: +17 HP: 246 (17d10+153) SA: 19 DC: 29
AC: 31 Touch: 11 Flat-footed: 26 [+5 Dodge, +20 Natural, -4 Size]
SR: 29 Vulnerable: -- Resistant: Cold 10, Fire 10, Weapons 10 Bypass: Cold iron, Good
Immunity: Electricity, Poison Effect Immunity: Sleep
Combat Reflexes (ex) - The Shemhazian Demon gets a number of reactions equal to its dexterity bonus.
Power Attack (ex) - A Shemhazian Demon may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Shemhazian Demon does one extra point of damage. The Shemhazian Demon must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Paralyzing Gaze (su, Paralysis, Gaze) - Players who look at the Shemhazian Demon to target it or move toward it are automatically subject to its paralysis gaze (within 30 feet). They must make a CON save or become paralyzed (stun level 2) for 1d6 rounds. This save happens each turn before any of the player's other actions. Players can attempt to avoid the gaze by:
- Indirect Action: Players choose to indirectly look toward the Shemhazian Demon. In doing so, the Shemhazian Demon gains 1/2 cover and cannot be directly targeted by spells. Even so, there's still a 50% chance each round that the player accidentally catches the Shemhazian Demon's gaze and must make a save.
- Blind Fighting: players can wear a blindfold, blind themselves, keep their eyes shut, use darkness, or use other means of fighting without vision. The Shemhazian Demon gains 3/4 cover and essentially functions as if invisible.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect (good), Fly, True Seeing
Attacks
- Melee (Natural) - 1 x bite +25 (2d6+12 plus 2d4 Str damage (afflicted wound)). Reach: 20 ft. Afflicted Wound - Afflicted wounds cause ability damage that cannot be healed until the curse is removed from them. Even a restoration spell fails while the curse is in effect. After remove curse or a similar spell is used to lift the curse, then the wounds can be heal normally.
- Melee (Natural) - 2 x claws +25 (2d6+12). Reach: 20 ft. Rend - If it hits with two or more natural attacks in 1 round, a creature with the rend special attack tears into its target dealing extra damage (usually one attack damage plus 150% of the creature's strength bonus). Rend can only be used once per round.
- Melee (Natural) - 2 x pincers +25 (1d12+6). Reach: 20 ft.
- Melee (Natural) - 1 x tail slap +25 (2d6+6). Reach: 30 ft.
Awesome Blow (ex) - The Shemhazian Demon can strike its targets with a powerful blow using a grapple check instead of a normal attack. If successful, it deals 2d6+12 damage and knocks the target backward 10 feet causing it to fall prone
Vital Strike (ex) - As a standard action, the Shemhazian Demon can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.
Gaze Attack (su) - As a standard action, on its turn, the Shemhazian Demon may also attempt to actively gaze at a target. Doing so automatically triggers a save against its gaze (see description above). If the target is actively attempting to avoid the creature's gaze (indirect action), the gaze attack is considered to be against 3/4 cover. If the target is blind fighting, the gaze attack automatically fails.
- Spell Like Abilities (1/day)
- Spell Like Abilities (3/day)
- Spell Like Abilities (At Will)
Environment: Extraplanar (the Abyss)
Organization: None
Treasure: standard
This enormous, bestial demon combines the worst aspects of a bear, a mantis, a wolf, and a reptilian humanoid.