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Hezrou (Toad Demon)
Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste—signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous themselves prefer simple pleasures, and they often waste their considerable intellect in the pursuit of comfortable places to slumber, squealing meals to eat, or objects of beauty to deface. They do not seek out cults to fawn over them but will not turn away those who seek to worship on their own. Hezrous form from the souls of those who abused and polluted their environs or neighbors, either through the introduction of toxins to the region or the insidious spread of drugs and poisons through a society.
Recall Knowledge - Fiend
(
Religion
)
: DC 28
Hezrou
Creature 11
CE
Large
Amphibious
Demon
Fiend
Source
Bestiary 2 pg. 67
2.0
Perception
+21;
darkvision
Languages
Abyssal
,
Celestial
,
Draconic
;
telepathy 100 feet
Skills
Arcana
+21,
Athletics
+24,
Intimidation
+23,
Stealth
+20 (+24 in swamps)
Str
+7,
Dex
+3,
Con
+6,
Int
+4,
Wis
+5,
Cha
+4
AC
31;
Fort
+23,
Ref
+18,
Will
+22; +1 to all saves vs. magic
HP
245;
Weaknesses
cold iron
10, good 10
Purity Vulnerability
A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via
purify food and drink
) or a toxin is neutralized (such as via
neutralize poison
) within 30 feet of a hezrou, the demon takes 6d6
mental
damage.
Stench
(
aura
,
olfactory
) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become
sickened 1
(plus
slowed 1
for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against
disease
and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Speed
30 feet, swim 30 feet
Melee
jaws +24 [
+19/+14
] (
evil
,
magical
,
reach 10 feet
),
Damage
2d12+13 piercing plus 1d6 evil and
Grab
Melee
claw +24 [
+20/+16
] (
agile
,
evil
,
magical
,
reach 10 feet
),
Damage
2d8+13 slashing plus 1d6 evil
Divine Innate Spells
DC 27;
6th
divine wrath
,
paranoia
;
5th
abyssal plague
,
dimension door
;
4th
dimension door
(at will),
divine wrath
(at will),
gaseous form
Rituals
DC 27;
4th
blight
;
1st
abyssal pact
Poisonous Pustules
(
poison
)
Requirement
The hezrou is grappling a creature;
Effect
Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature
grabbed
or
restrained
by the hezrou takes 2d12+6 poison damage (DC 30 basic Fortitude save).
All Monsters in "
Demon
"
Name
Level
Abrikandilu (Wrecker Demon)
4
Babau (Blood Demon)
6
Balor (Fire Demon)
20
Brimorak (Arson Demon)
5
Dretch (Sloth Demon)
2
Glabrezu (Treachery Demon)
13
Hezrou (Toad Demon)
11
Invidiak (Shadow Demon)
7
Kalavakus (Slaver Demon)
10
Marilith (Pride Demon)
17
Nabasu (Gluttony Demon)
8
Nalfeshnee (Boar Demon)
14
Omox (Slime Demon)
12
Quasit
1
Shemhazian (Mutilation Demon)
16
Succubus (Lust Demon)
7
Vavakia
18
Vermlek (Worm Demon)
3
Vrock (Wrath Demon)
9
Vrolikai (Death Demon)
19
Demon
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Sinful Destruction
While they enjoy causing destruction themselves, most demons prefer to trick and tempt mortals into falling to sin of their own volition.
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.
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.