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

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.

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.

Demon, Incubus

This darkly handsome humanoid's batlike wings, curving horns, and bestial legs betray his demonic origin.

Incubus CR 6

XP 2,400

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +2; Senses darkvision 60 ft.; Perception +21

Defense

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)

hp 76 (8d10+32)

Fort +10, Ref +6, Will +8

DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

Offense

Speed 30 ft., fly 50 ft. (average)

Melee mwk scimitar +14/+9 (1d6+7/18–20) or2 slams +13 (1d4+5)

Special Attacks pain redoubled

Spell-Like Abilities (CL 8th; concentration +13)

Constant—tongues

At will—charm person (DC 16), detect thoughts (DC 17), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 18)

1/day—crushing despair (DC 19), summon (level 3, 2 schirs 40%)

Statistics

Str 20, Dex 15, Con 18, Int 16, Wis 15, Cha 21

Base Atk +8; CMB +13; CMD 25

Feats Flyby Attack, Lightning Reflexes, Power Attack, Vital Strike

Skills Acrobatics +6, Bluff +16, Diplomacy +16, Escape Artist +6, Fly +13, Intimidate +24, Knowledge (planes) +14, Perception +21, Sense Motive +13, Spellcraft +11, Stealth +11; Racial Modifiers +8 Intimidate, +8 Perception

Languages Abyssal, Celestial, Common; telepathy 100 ft., tongues

SQ change shape (Small or Medium humanoid; alter self)

Ecology

Environment any (Abyss)

Organization solitary, pair, or wing (2–8)

Treasure standard (masterwork scimitar, other treasure)

Special Abilities

Pain Redoubled (Su) When an incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19 Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.

An incubus in his true form is always muscular and attractive, with long hair and intense eyes. His skin can be of any color, but is always smooth and silky. When not using his wings for flight, an incubus can fold them to drape across its shoulders like a cloak—many decorate both the inside and outside of their wings with tattoos, ink, or self-inflicted scars. Incubi stand between 6 and 6-1/2 feet tall and typically weigh 200 pounds.

When not in battle, incubi serve as counselors, torturers, and companions for greater demons. They are also often conjured for similar roles by mortal spellcasters, although care must be taken in dalliances with incubi, for they delight in causing pain to their companions.

Like succubi, incubi form from the chaotic evil souls of particularly lustful and rapacious mortals. Yet whereas succubi are subtle and methodical about using their charms to cause ruin, the typical incubus is forthright and forceful about his insatiable desires.

Demon, Schir

This goat-headed humanoid is covered in a mangy gray hide that only partly covers its gaunt but muscled frame.

Schir CR 4

XP 1,200

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +2; Senses darkvision 60 ft., see invisibility; Perception +13

Defense

AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)

hp 37 (5d10+10)

Fort +6, Ref +3, Will +3

DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15

Offense

Speed 30 ft.

Melee mwk halberd +10 (1d10+4/×3 plus disease), gore +3 (1d6+1) or gore +8 (1d6+4)

Special Attacks powerful charge (gore, 3d6+4)

Spell-Like Abilities (CL 6th; concentration +4)

Constant—see invisibility, tongues

3/day—arcane lock, expeditious retreat, protection from good

1/day—summon (level 2, 1d3 schirs 20%)

Statistics

Str 17, Dex 14, Con 15, Int 8, Wis 5, Cha 6

Base Atk +5; CMB +8; CMD 20

Feats Iron Will, Power Attack, Weapon Focus (halberd)

Skills Acrobatics +10 (+18 jumping), Climb +11, Intimidate +6, Perception +13, Survival +2; Racial Modifiers +8 Acrobatics when jumping, +8 Perception

Languages Abyssal; telepathy 100 ft., tongues

Ecology

Environment any (Abyss)

Organization solitary, pair, or pack (2–8)

Treasure standard (masterwork halberd, other treasure)

Special Abilities

Disease (Ex) A schir gnaws constantly at the ends of its halberd. This infuses the blades with disease from the demon's filthy spittle. Any creature struck by a schir's halberd must succeed at a DC 14 Fortitude save or contract gray pox—a frightening disease that causes weakness, gray splotches on the skin, and eventual catatonia. The save DC is Constitution-based.

Gray Pox: Halberd—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves.

A schir resembles a tall, muscular humanoid with the head and hooves of a demonic goat. A ragged hide covers patches of a schir's body, usually around the forearms and lower legs, with a crestlike patch running down from the creature's crown to the nape of its neck. Schir demons are 7 feet tall, though they usually stoop and so appear shorter, and weigh 300 pounds.

Also known as spite demons, schirs are among the most violent and vile-tempered inhabitants of the Abyss. Schirs are formed from the souls of mortals who either committed or framed others for heinous crimes—acts committed for the sole purpose of petty retribution. Despite such origins, schirs occupy one of the lowest orders in the demonic hierarchy, often serving as front-line infantry in demonic armies or as guards for minor demonic commanders.

Although not especially intelligent, schirs are cunning warriors and able sentries. Although they prefer to charge into combat, a schir's natural jumping ability makes it a nimble enemy, capable of using its surroundings astutely. A schir will often jump on top of rocks, crumbling walls, or any other high place to hack with its disease-ridden halberd. For all of schirs' capabilities, their spitefulness makes them distrustful of any creature that has not proven its greater power and strength numerous times.

A schir set loose upon the Material Plane quickly seeks to set itself up as a leader of its own army—often, schirs seek out tribes of savage humanoids and attempt to replace the current leaders. They are particularly fond of infiltrating gnoll tribes.