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PFS StandardShemhazian (Mutilation Demon)

Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.

Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe.

Recall Knowledge - Fiend (Religion): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

ShemhazianCreature 16

Legacy Content

CE Gargantuan Demon Fiend 
Source Bestiary pg. 80
Perception +30; darkvision, scent (imprecise) 60 feet, true seeing
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Athletics +31, Deception +25, Intimidation +27, Medicine +28, Religion +30
Str +9, Dex +5, Con +7, Int +0, Wis +6, Cha +3
AC 39; Fort +32, Ref +26, Will +27; +1 status to all saves vs. magic
HP 350; Weaknesses cold iron 15, good 15
Paralyzing Gaze (aura, divine, enchantment, visual) 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it’s slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round. Succor Vulnerability A shemhazian’s mutilation is a part of them, and they can’t bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage. Tail Whip [reaction] Trigger A creature within reach of the shemhazian’s tail leaves a square during a move action it’s using. Effect The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.
Speed 35 feet, climb 20 feet, fly 35 feet (from fly)
Melee [one-action] jaws +33 [+28/+23] (evil, magical, reach 20 feet), Damage 3d12+17 piercing plus 1d6 evil and enfeebling biteMelee [one-action] claw +33 [+29/+25] (agile, evil, magical, reach 20 feet), Damage 3d8+17 slashing plus 1d6 evilMelee [one-action] pincer +33 [+28/+23] (evil, magical, reach 20 feet), Damage 3d8+17 bludgeoning plus 1d6 evil and Improved GrabMelee [one-action] tail +33 [+28/+23] (evil, magical, reach 30 feet), Damage 3d6+17 slashing plus 1d6 evilDivine Innate Spells DC 37; 8th divine decree (evil only); 5th dimension door, prying eye (x3); 4th clairvoyance (x3), dimension door (at will); 2nd invisibility (at will); Constant (7th) fly, true seeing
Divine Rituals DC 36; 1st abyssal pact
Enfeebling Bite (divine, necromancy) If the shemhazian’s jaws Strike damages a creature, the target is enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success).Focused Gaze [one-action] (concentrate, divine, enchantment, incapacitation, visual) The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn’t already slowed by the shemhazian’s paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can’t use this ability against the same creature more than once per round.Rend [one-action] claw

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Source Bestiary pg. 76
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 - Additional Lore Abyssal Newcomers

Though now the most plentiful fiends of the Abyss, 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 Abyss for dominance, but eventually their sheer numbers allowed them to become the predominant chaotic fiends.

Sidebar - Advice and Rules Conjuring Demons

Conjuring demons is ill-advised, yet the desperate or wicked still do. Rituals like planar ally or planar binding are typical for long-term ends, and summon fiend for combat applications. For planar ally, demons sometimes accept offerings that aren't valuable if gifting them to a demon pushes the ritualist further into sin.

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 - Locations Demonic Locations

The sprawling, heaving, changing realm of the Abyss 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 Abyss wears through the boundaries of reality to create wound-like portals into other worlds, demons can spill over to wreak incredible havoc.

Sidebar - Additional Lore Demonic Possession

Some demons specialize in the art of possessing creatures or objects to spread fear and chaos. In such cases a demon gains a powerful disguise with which to work its evils upon the world, a subterfuge that delights the demon.

Sidebar - Additional Lore Demonic Sources

When a sinful mortal soul is consigned to the Abyss, 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, slaves, pawns, or even currency for their more powerful masters.

Sidebar - Related Creatures Half-Demons

The Abyss can corrupt living creatures through direct congress or supernatural infusion of Abyssal energies, resulting in monstrous hybrids. A half-demon should be a custom creature, but you can quickly generate one by giving an existing creature a few of a demon's abilities along with the demon's sin-related vulnerability. For example, a half-hezrou hill giant would gain purity vulnerability, but perhaps also a bite, swim Speed, and poisonous pustules. When swapping over abilities between creatures of different levels, be sure to adjust the numbers for the new level.

Sidebar - Related Creatures Other Demons

The Abyss 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 Abyss 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. The shadowy invidiak is a demon without a body, born of envious souls. The goat-faced, flame-hooved brimorak rises from the souls of arsonists. Slimy, horned blood demons spawn from assassins, boar demons from the greedy... the list goes on and on.

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.

Sidebar - Additional Lore The Nature of Chaos

Some say that the nature of chaos inherently precludes cooperation and subtlety, but demons are proof of the fallacy of this claim.

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 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.