All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Legacy version here.

Urglid (Grave Demon)

The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally neglectful grave keepers who gave up their watch over the dead. They seek to perpetuate their mortal sins as demons and use their fiendish powers to subject mortals to the terrors of vivisepulture. Other urglids find grave sites repulsive and will often destroy headstones and other grave markers. Without such markers, these graves are often lost and forgotten, a detail that pleases an urglid. Standing over 12 feet tall and weighing over 3,000 pounds, the demon has a head that seems sunken into their torso, and a gaping, toothy mouth that opens at the top of their chest.

Recall Knowledge - Fiend (Religion): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

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 UrglidCreature 14

Large Demon Fiend Unholy 
Source Monster Core 2 pg. 94
Perception +22; darkvision, tremorsense (imprecise) 60 feet, truesight
Languages Chthonian, Common, Draconic, Empyrean, Necril; telepathy 100 feet
Skills Athletics +29, Crafting +26, Deception +24, Intimidation +29, Outer Rifts Lore +26, Religion +26, Society +24, Stealth +29
Str +8, Dex +4, Con +5, Int +4, Wis +3, Cha +4
Consecration Vulnerability Dedicated to the desecration of graves, an urglid takes 3d6+6 mental damage each round they're within the area of an effect with the consecration trait. In addition, the demon's weakness to holy increases to 30 for 1 round the first time they take damage from holy water each turn.
AC 33; Fort +28, Ref +22, Will +22; +1 status to all saves vs. magic
HP 310; Weaknesses cold iron 10, holy 10
Speed 30 feet, burrow 40 feet, climb 20 feet; earth glide
Melee [one-action] claw +27 [+23/+19] (agile, deadly 2d10, magical, reach 10 feet, unholy), Damage 3d10+2+16 slashingMelee [one-action] leg +27 [+23/+19] (agile, magical, reach 15 feet, unholy), Damage 3d12+2+16 bludgeoningDivine Innate Spells DC 32 (+4 dmg); 8th earthquake; 5th magic passage (at will), wall of stone (×3); 3rd earthbind (at will); Constant (6th) truesight
Divine Rituals DC 34 (+4 dmg); 1st demonic pact
Earth Glide The urglid can Burrow through any earthen matter, including rock. When they do so, the urglid moves at their full burrow Speed, leaving no tunnels or signs of its passing unless they choose to do so.Gravechoke [two-actions] (concentrate, divine, earth, olfactory) The urglid emits a putrid pulse that targets all living creatures within a 30-foot emanation. Each creature in this area that fails a DC 32 Fortitude save becomes sickened 1 (sickened 2 on a critical failure).Ravenous Earth [one-action] (concentrate, earth, unholy) With a single, devious thought, the urglid causes a mound of grave soil to well up at a creature's feet. That creature must succeed at a DC 32 Reflex save or become restrained (Escape DC 32). The restrained creature then begins sinking below the ground into a spontaneously formed grave. A creature restrained by this ability for 3 rounds is buried 6 feet deep in the ground and begins suffocating within 1 minute. A buried creature must be dug up to be freed (see Burial). A creature that is slain by Ravenous Earth rises as a ghoul the next midnight.

Sidebar - Additional Lore Kabriri's Excavators

While many loathe urglids for their ravenous appetite for burial and wanton destruction, priests of Kabriri insist that the demon lord blessed and oversaw their creation, trusting the fiends with digging the labyrinthine network of tunnels that connects Everglut with the Universe. It's no surprise, then, that where there's an urglid, there's possibly a pathway to the Outer Rifts—and plenty of ghouls.

All Monsters in "Demon"

NameLevel
Abrikandilu (Wrecker Demon)4
Abrikandilu (Wrecker Demon)4
Balor (Fire Demon)20
Brimorak (Arson Demon)5
Coloxus (Fly Demon)12
Degholau (Treason Demon)13
Eshmok (Wasp Demon)9
Ghalzarokh (Tyranny Demon)15
Imvath (Apocalypse Demon)19
Invidiak (Envy Demon)7
Demon, Kalakaigh (Blood Demon)6
Kalavakus (Slaver Demon)10
Katpaskir (Nihilism Demon)18
Kithangian (Beast Demon)9
Miastrilek (Spider Demon)11
Nabasu (Gluttony Demon)8
Nalfeshnee (Boar Demon)14
Omox (Slime Demon)12
Omox Slime Pool17
Pusk (Sloth Demon)2
Quasit1
Roru (Hunter Demon)7
Seraptis (Suicide Demon)15
Shemhazian (Mutilation Demon)16
Succubus (Lust Demon)7
Urglid (Grave Demon)13
Vansidieth (Pride Demon)18
Vermlek (Worm Demon)3
Vloriak (Despoiler Demon)5
Vrolikai (Death Demon)20

Demon

Source Monster Core pg. 76 1.1
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 - Additional Lore Demons and Souls

Demons, like many other fiends, hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, pawns, or even currency for their more powerful masters.

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.

Shelyn's Corner

×