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There is a Legacy version here.

PFS StandardBrimorak (Arson Demon)

These goat-headed demons have glowing red eyes and flaming hooves but measure only about 4 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns.

Brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks' laughter as clearly as the heat of the flames or the choking scent of smoke.

Recall Knowledge - Fiend (Religion): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

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

Weak BrimorakCreature 4

Medium Demon Fiend Unholy 
Source Monster Core pg. 77
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +10, Deception +9, Religion +8, Stealth +10
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 20; Fort +13, Ref +10, Will +8
HP 65; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 17 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +13 [+8/+3] (magical, unholy), Damage 2d8-2+4 slashing plus 1d6 fireMelee [one-action] hoof +13 [+9/+5] (agile, unholy), Damage 2d4-2+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 19 (-4 dmg); 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 19 (-4 dmg); 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 19 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 19 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

All Monsters in "Demon"

NameLevel
Abrikandilu (Wrecker Demon)4
Babau (Blood Demon)6
Balor (Fire Demon)20
Brimorak (Arson Demon)5
Ghalzarokh (Tyranny Demon)15
Glabrezu (Treachery Demon)13
Hezrou (Toad Demon)11
Invidiak (Shadow Demon)7
Kalavakus (Slaver Demon)10
Katpaskir (Nihilism Demon)18
Kithangian (Beast Demon)9
Marilith (Pride Demon)17
Nabasu (Gluttony Demon)8
Nalfeshnee (Boar Demon)14
Omox (Slime Demon)12
Pusk (Sloth Demon)2
Quasit1
Demon, Roru7
Seraptis (Suicide Demon)15
Shemhazian (Mutilation Demon)16
Succubus (Lust Demon)7
Demon, Urglid13
Vavakia18
Vermlek (Worm Demon)3
Vloriak (Despoiler Demon)5
Vrock (Wrath Demon)9
Vrolikai (Death Demon)20

Demon

Source Monster Core pg. 76
When a sinful mortal soul is judged and sent on to the Outer Rifts, 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 Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.

Sidebar - Additional Lore Demonic Deities

The most powerful demons are known as demon lords (the term is gender neutral in this case). Of these divinities, Lamashtu is the most powerful. Countless other demon lords exist, including Abraxas, Cyth-V'sug, Kabriri, and Zura.

Sidebar - Additional Lore Demonic Sources

When a sinful mortal soul is consigned to the Outer Rifts, it spends time wallowing in the mire and feeding on filth. If it survives and is not itself eaten, the soul eventually ascends into a demon, as influenced by the nature of its sin, yet most demons are themselves capable of reproduction as well. The fecundity of demonic life is perhaps the greatest—and most threatening—aspect of these dangerous fiends.

Sidebar - Related Creatures History of Evil

Before mortals flooded the Universe with their sins, qlippoths (page 280) ruled the depths of the Outer Rifts. It has been ages since a qlippoth has risen high enough to directly challenge the demons' hold, but the ancient fiends still work to weaken their enemies by attacking the mortals that spawn them.

Sidebar - Additional Lore Newcomers to the Rifts

Though now the most plentiful fiends of the Outer Rifts, demons are relative newcomers, spawning only as mortal influence—and mortal sin, in particular—began to shape the plane. For eons, demons fought with other longstanding residents of the Rifts for dominance, but eventually their sheer numbers allowed them to become the predominant fiends of the plane.

Sidebar - Locations Out of the Rifts

The winding, ever-changing realm of the Outer Rifts is the planar home of demonic life, but demons can be found anywhere the capacity to sin exists. Evil or foolish conjurers are fond of calling upon demons for advice or darker needs. When the Outer Rifts wear through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc.

Sidebar - Additional Lore Sinful Destruction

While they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition. Unlike devils, who seek control, demons have a taste for ruin.

Sidebar - Related Creatures Uncountable Demons

The Outer Rifts may be the largest of the Outer Planes, and mortals have an equally large capacity to betray themselves, society, and the natural order of reality. With this limitless source for increasingly specialized sins, the Outer Rifts is constantly generating new types of demons to plague reality. While the vast majority of these are swiftly destroyed and never rise again, enough survive that dozens, if not hundreds, of types of demons are known to exist beyond those listed here.

Sidebar - Additional Lore What Makes a Sin?

Some classify sin into seven categories—envy, gluttony, greed, lust, pride, sloth, and wrath. While these sins embody some of the most powerful and numerous demons, far more than seven types of demons exist. Any act of cruelty or destruction a mortal takes to gratify the self at others' expense is, in effect, a sin, and any such act can spawn a demon from a soul in the afterlife.