Demon
HP / Level | 8 | BAB | Good | Skills | 6 |
---|---|---|---|---|---|
Fort | Ref | Will | |||
Poor | Varies | Good | |||
KOM | Cha | KDM | Con |
Demon
+2 Any one | [Average] size [Outsider] type |
---|---|
[Lesser resistance] to [Electricity] [Darkvision] | |
Bonus Feats | By Will Sustained Shadow Blink The Earth Cracks |
Demons are malevolent and destructive creatures, remnants of a dead universe. They spread chaos and despair in many different ways, but all are known for their mobility and the tactical threats they pose. While demons often work together (especially if one demon can force others to serve it), they have been known to join adventuring parties in order to further their goals.
Circles
1st Circle - Demonic TraitsEX
Select one Interaction skill. You gain a +3 bonus on all checks with that skill. A demon also has the following natural weapon:
- Demon Claws – Melee, range [Melee], [Brutal 2], [Devastating].
2nd Circle - Demon MagicSLA
Once per [Encounter] as a standard action you may use either darkness or see invisibility, as the spells.
3rd Circle - Abominable Essence
Select one of the following abilities (this choice is permanent):
- Fell FlightEX: You gain wings and the Fly movement mode.
- Apocalyptic VisionsSU: Brief glimpses into the future offer you keen insights into battle. Once per [Round] as a swift action you may gain a +3 bonus to attack rolls or to Armor Class for one [Round].
4th Circle - Thick SkinnedEX
You gain a +1 item bonus to your Armor Class for every circle of Demon that you possess and [Lesser resistance] to physical damage.
5th Circle - Vessel of Entropy
Select one of the following abilities (this choice is permanent):
- Shield of ChaosSU: You gain a 20% [Miss chance] and your [Lesser resistance] to physical damage improves to [Resistance] to physical damage.
- Chaos HammerSLA: Twice per [Encounter] as a standard action you may deal 1d8 damage per level and inflict [Energy drained] to all opponents within [Close] range. A successful Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier) halves the damage and negates the [Energy drained] condition.
6th Circle - Cruel RealitySU
Select one of the following abilities (this choice is permanent):
- Bonded by Blood: You gain the ability to sense how close to death creatures are. You know the maximum and current HP of every creature within [Medium] range to which you
have line of sight. In addition, as a swift action, you can form a horrifying bond with a creature within [Medium] range that splits all damage you take equally with that creature until the end of the [Encounter] (you can damage yourself to damage the bonded creature). [Damage reduction] and [Resistance] do not apply to damage that creature takes from this ability. As a move action, that creature may make a Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier) to sever this bond. A creature may only have one such bond at a time.
- Aura of Insanity: Once per [Round] as a free action you may create spread with a radius of your [Close] range originating from you which renders all opponents within the area [Confused] for one [Round]. A successful Will save (DC 10 + 1/2 your level + your KOM) negates the [Confused] condition. Each opponent may only be affected by this ability once per [Encounter].
7th Circle - Aura of DeathSI
Everything around you seems to die faster than it otherwise should. At the start of each of your turns, all opponents in [Medium] range gain the [Bleeding] condition, all opponents in [Close] range gain the [Battered] condition for one [Round], and whenever you hit an opponent with an attack in [Melee] range, that attack deals additional damage equal to twice your Key Offensive Modifier. A successful Fortitude save (DC 10 + 1/2 your level + your KOM) negates the [Battered] condition (these effects are cumulative. For instance, a creature in your [Melee] range suffers all three effects).