Demon, Schir
A schir resembles a tall, muscular humanoid with the head and hooves of a demonic goat. A ragged hide covers patches of a schir's body, usually around the forearms and lower legs, with a crestlike patch running down from the creature's crown to the nape of its neck. Schir demons are 7 feet tall, though they usually stoop and so appear shorter, and weigh 300 pounds.
Also known as spite demons, schirs are among the most violent and vile-tempered inhabitants of the Abyss. Schirs are formed from the souls of mortals who either committed or framed others for heinous crimes—acts committed for the sole purpose of petty retribution. Despite such origins, schirs occupy one of the lowest orders in the demonic hierarchy, often serving as front-line infantry in demonic armies or as guards for minor demonic commanders.
Although not especially intelligent, schirs are cunning warriors and able sentries. Although they prefer to charge into combat, a schir's natural jumping ability makes it a nimble enemy, capable of using its surroundings astutely. A schir will often jump on top of rocks, crumbling walls, or any other high place to hack with its disease-ridden halberd. For all of schirs' capabilities, their spitefulness makes them distrustful of any creature that has not proven its greater power and strength numerous times.
A schir set loose upon the Material Plane quickly seeks to set itself up as a leader of its own army—often, schirs seek out tribes of savage humanoids and attempt to replace the current leaders. They are particularly fond of infiltrating gnoll tribes.
- HP
- 37 (5d10+10)
- AC
- 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
- Speed
- 30 ft.
- Init
- +2
- Melee
- mwk halberd +10 (1d10+4/×3 plus disease), gore +3 (1d6+1) or gore +8 (1d6+4)
- BAB
- +5
- CMB
- +8
- CMD
- 20
- Fort
- +6
- Ref
- +3
- Will
- +3
- DR
- 5/cold iron or good
- SR
- 15
- Racial Modifiers
- +8 Acrobatics when jumping, +8 Perception
Weapons: Martial, Simple
powerful charge (gore, 3d6+4)
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +10 (+18 jumping), Climb +11, Intimidate +6, Perception +13, Survival +2
- Type
- Outsider
- Alignment
- CE
- Size
- Medium
- Environment
- any (Abyss)
- Organization
- solitary, pair, or pack (2-8)
- Treasure
- standard (masterwork halberd, other treasure)
- Senses
- darkvision 60 ft., see invisibility; Perception +13
- Languages
- Abyssal; telepathy 100 ft., tongues
- Source
- Bestiary 3
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Arcane Lock (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Expeditious Retreat (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Protection From Good (Spell)House/Core — covered by the site's Section 15.
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