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PFS StandardSeraptis (Suicide Demon)

Four-armed seraptis demons are radical nihilists at heart, despising other creatures out of bitter entitlement and laughing hysterically when others die or suffer. They arise from souls that engaged in dedicated campaigns of misery, driving their victims toward despair and suicide. After their awakening as a seraptis, the hungry mouths carved into their arms devour others' suffering, bringing a lively hue to the demon's cold skin.

These demons seek to drag mortals down to their level, luring pawns into deepseated resentment. Feeding their targets an unending stream of half-truths and propaganda, they often drive these mortals to vent their rage into unforgivable deeds against innocents. Although thrilled by the misery their mortal pawns inflict, the demons' true comfort is to harvest the souls of those pawns as more of their kind.

Recall Knowledge - Fiend (Religion): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

SeraptisCreature 15

Medium Demon Fiend Unholy 
Source Monster Core pg. 80
Perception +25; darkvision, truesight
Languages Chthonian, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +30, Athletics +31, Deception +29, Religion +27, Stealth +28
Str +8, Dex +7, Con +6, Int +3, Wis +4, Cha +6
Items +1 striking wounding scimitar (2)
AC 37; Fort +27, Ref +28, Will +25; +1 status to all saves vs. magic
HP 340; Weaknesses cold iron 15, holy 15
Blood Healing (aura, healing, vitality) 30 feet. Whenever a humanoid within the aura takes bleed damage, the blood flows through the air to the seraptis's mouths and the seraptis heals by the same amount.Recovery Vulnerability When a creature within the seraptis's blood healing aura recovers from persistent damage, the seraptis takes 3d6 mental damage.
Speed 40 feet, fly 40 feet
Melee [one-action] wounding scimitar +32 [+27/+22] (forceful, magical, sweep, unholy), Damage 2d6+16 slashing plus 2d6 mental and 1d6 persistent bleedMelee [one-action] claw +31 [+27/+23] (agile, magical, unholy), Damage 2d4+16 slashing plus 2d6 mental and GrabRanged [one-action] caustic blood +30 [+25/+20] (acid, magical, unholy), Damage 7d6 acidDivine Innate Spells DC 35; 8th dominate, phantasmal calamity, wave of despair; 5th translocate; 4th translocate (at will); 3rd illusory disguise (at will); Constant (8th) truesight, truespeech
Rituals DC 36; 1st demonic pact
Bloody Dance [two-actions] The seraptis makes a Strike with up to four arms, each against a different target and using a claw or scimitar as appropriate. These attacks count toward the seraptis's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The seraptis can use Grab following this activity, separately attempting to Grapple each creature hit by a claw.Gnawing Arms [one-action] (unholy) Requirements The seraptis has at least one creature grabbed or restrained; Effects The seraptis's arm mouths gnaw on those creatures, dealing each of them 2d6+8 piercing damage with a DC 37 basic Fortitude save. Creatures that fail the save also take 2d6 persistent bleed damage.Isolating Words [one-action] (mental, curse, linguistic) The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a DC 37 Will save or be mentally cut off from those around them for 1 minute (or permanently on a critical failure). The affected creature treats no one as an ally and any speech they hear is warped, encouraging conflict, and negating any linguistic ability from creatures that aren't unholy. Regardless of the results of the saving throw, the creature is immune to Isolating Words for 24 hours.

All Monsters in "Demon"

NameLevel
Brimorak (Arson Demon)5
Omox (Slime Demon)12
Pusk (Sloth Demon)2
Seraptis (Suicide Demon)15
Shemhazian (Mutilation Demon)16
Succubus (Lust Demon)7
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.