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Demon, Schir

CR 4.00 Outsider CE Medium HD 5
This goat-headed humanoid is covered in a mangy gray hide that only partly covers its gaunt but muscled frame.

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)
Init
+2
Speed
30 ft.
Fort
+6
Ref
+3
Will
+3
BAB
+5
CMB
+8
CMD
20
Melee
mwk halberd +10 (1d10+4/×3 plus disease), gore +3 (1d6+1) or gore +8 (1d6+4)
DR
5/cold iron or good
SR
15
Racial Modifiers
+8 Acrobatics when jumping, +8 Perception
str
17
+3
dex
14
+2
con
15
+2
int
8
-1
wis
5
-3
cha
6
-2

Weapons: Martial, Simple

powerful charge (gore, 3d6+4)

Universal Monster Rules

Disease (mwk halberd) Ex from Universal Monster Rule
A creature with this ability causes disease in those it contacts. The effects of the disease, including its save, frequency, and cure, are included in the creature's description. The saving throw to negate the disease is usually a Fort save (DC 10 + 1/2 the infecting creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Disease can be removed through remove disease and similar effects.
Powerful Charge (gore, 3d6+4) Ex from Universal Monster Rule
When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description.

Feats, Traits & Items

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Weapon Focus (halberd) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +10 (+18 jumping), Climb +11, Intimidate +6, Perception +13, Survival +2

spell-like abilities:
Constant—See Invisibility, Constant—Tongues (DC 11), 3/day—Arcane Lock, 3/day—Expeditious Retreat, 3/day—Protection From Good
Details
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
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Tongues (Spell) — core content under OGL 1.0a
  • Knows spell: Arcane Lock (Spell) — core content under OGL 1.0a
  • Knows spell: Expeditious Retreat (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Good (Spell) — core content under OGL 1.0a
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