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Pathfinder

Compendium

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Shemhazian

Although nearly all the horrors of the Abyss prey upon one another in an endless, eternal bloodbath, shemhazians are predators among predators. They are more intimidating and physically powerful than most demons, combining the features of numerous insectile and bestial hunters into one massive, deadly form. Although they don't require sustenance, shemhazians take perverse delight in mutilating and eating their victims.

A Shemhazian stands 35 feet tall and weighs 12,000 pounds. They form from the sinful souls of torturers and those who enjoyed mutilating living victims to death.

Special Abilities

Paralyzing Gaze (Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil Creatures are immune to this effect. The save DC is Charisma-based.

Strength Drain (Su) A Shemhazian Demon Deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength Damage. The save DC is Constitution-based.

Shemhazian

CR 16

  • XP

    76,800
  • CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
  • Init

    +4;

    Senses

    darkvision 60 ft., detect good, scent, true seeing;Perception +36
  • DEFENSE

  • AC

    31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, –4 size)
  • hp

    246(17d10+153)
  • Fort

    +19,

    Ref

    +11,

    Will

    +18
  • DR

    10/cold iron and good;

    Immunities

    electricity, poison;

    Resist

    acid 10, cold 10, fire 10;

    SR

    27
  • OFFENSE

  • Speed

    40 ft., climb 20 ft., fly 60 ft. (good)
  • Attacks

    bite +25 (2d6+12 / ); 2 claws +25 (2d6+12 / ); 2 pincers +23 (1d12+6 / ); tail slap +23 (2d6+6 / );
  • Reach

    20 ft. (30 ft. with tail slap)
  • Special Attacks

    Rend( 2d6+18, ); Paralyzing Gaze( DC 21); Strength Drain( 2d4, DC 27);
  • Spell-Like Abilities

    (CL 15; concentration +18 )
  • STATISTICS

  • Str

    35,

    Dex

    19,

    Con

    29,

    Int

    10,

    Wis

    26,

    Cha

    16
  • Base Atk

    +17;

    CMB

    33;

    CMD

    48
  • Feats

    Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike,
  • Skills

    Bluff +23 Climb +20 Fly +2 Heal +28 Intimidate +23 Knowledge (religion) +20 Perception +36 Sense Motive +28 ;

    Racial Modifiers

    +8 Perception
  • Languages

    Abyssal, Celestial, Draconic; telepathy 100 ft.
  • ECOLOGY

  • Environment

    any (the Abyss)
  • Organization

    solitary
  • Treasure

    standard
  • Special Abilities

  • Spell-Like Abilities

    (CL 15th; concentration +18) Constant—detect good, fly, true seeing At will—greater teleport (self plus 50 lbs. of objects only), invisibility, telekinesis (DC 18) 3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes 1/day—blasphemy (DC 20), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)

    Scent (Ex)

    This special sense allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, attempting a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Survival skill.

    Telepathy (Su)

    A creature with this ability can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.