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Wrath Riot

Wrath demons are among the most well-known and feared of the Abyss's fiends, but sometimes a wrath demon becomes stunted in size as the result of too many failed rampages, a punishment inflicted by an angry demonic commander or simple ill fortune. These smaller wrath demons, not much larger than humans, are typically slaughtered quickly by their larger kin, but rarely a group of undersized vrocks can gather in numbers large enough to form a wrath riot.

Recall Knowledge - Fiend (Religion): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Wrath RiotCreature 17

Legacy Content

Rare CE Gargantuan Demon Fiend Troop 
Source Pathfinder #191: The Destiny War pg. 83
Perception +30; darkvision
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Acrobatics +31, Intimidation +32
Str +8, Dex +5, Con +6, Int +5, Wis +6, Cha +6
AC 41; Fort +32, Ref +29, Will +28; +1 status to all saves vs. magic
HP 320 (16 squares); Thresholds 200 (12 squares), 100 (8 squares); Resistances electricity 15; Weaknesses area damage 20, cold iron 15, good 15, splash damage 15
Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 36Serenity Vulnerability A wrath riot thrives on mayhem, and when members of the throng find themselves facing moments of calm, however brief or temporary, the throng suffers. Whenever the wrath riot fails a saving throw against an affect that would normally fascinate, fatigue, paralyze, restrain, or slow at least four creatures, the troop takes 3d6+10 mental damageSpores of Wrath (aura, disease, poison) 5 feet. Non-demons that start their turn in the aura take 4d8 poison damage. Each creature damaged this way must succeed at a DC 36 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action).Troop Defenses
Speed 25 feet, fly 35 feet
Beaks, Claws, and Talons [one-action] to [three-actions] Frequency once per round; Effect The throng furiously tears at each enemy within its squares and within 5 feet (DC 39 Reflex save). Damage depends on the number of actions.
[one-action] Damage 1d12+14 slashing plus 1d6 evil
[two-actions] Damage 2d12+14 slashing plus 1d6 evil
[three-actions] Damage 3d12+14 slashing plus 1d6 evil
Demonic Tide A wrath riot is less organized and more vicious than most troops. They can move into other creatures' spaces, and other creatures can move into their spaces. Their spaces are difficult terrain to non-demon creatures. The first time during a turn that a creature hostile to the throng willingly moves into their space, that creature is subjected to the one-action version of Beaks, Claws, and Talons.Festival of Ruin [one-action] to [three-actions] Frequency once per round; Effect Each non-demon creature in the throng or within a 20-foot emanation from it takes damage based on the number of actions used (DC 39 basic Reflex save). Damage depends on the number of actions.
[one-action] Damage 4d6 electricity
[two-actions] Damage 8d6 electricity
[three-actions] Damage 12d6 electricity
Form Up [one-action] Troop Movement Whenever the riot Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed.

All Monsters in "Demon Throng"

NameLevel
Demonic Rabble13
Wrath Riot16

Demon Throng

Source Pathfinder #191: The Destiny War pg. 82
Demons are legion. Countless examples crowd the Abyss, many of which have yet to be categorized by mortal scholars. In the Abyss, might very much makes right, and so despite their chaotic nature, weaker demons often gather together to enjoy safety in numbers.

Demon

When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more “specialized” depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.

Sidebar - Related Creatures Other Throngs

Wrath riots form because vrocks have an intrinsic quality of cooperation in their dance of ruin, but other types of demons might form into throngs as well. The more notorious forms of demon throngs found in the various tales and historical records include demonic press gangs of babaus, who abduct hapless victims to serve on nightmarish ships, and firestorms of brimoraks, who caper and swoop above eldritch volcanoes.

Sidebar - Advice and Rules Throng Abilities

Demon throngs are troops. They have the Troop Defenses, Troop Movement, and Form Up abilities. They also have the demonic tide ability, which allows them to occupy the same space as other creatures, which is unusual for troops, and Serenity Vulnerability—a result of the troop's demonic nature.