Demon, 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.
- HP
- 246 (17d10+153)
- AC
- 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, -4 size)
- Speed
- 40 ft., climb 20 ft., fly 60 ft. (good)
- Init
- +4
- Melee
- bite +25 (2d6+12 plus 2d4 Strength drain), 2 claws +25 (2d6+12), 2 pincers +23 (1d12+6), tail slap +23 (2d6+6)
- Space
- 20 ft.
- Reach
- 20 ft. (30 ft. with tail slap)
- BAB
- +17
- CMB
- +33
- CMD
- 48
- Fort
- +19
- Ref
- +11
- Will
- +18
- DR
- 10/cold iron and good
- SR
- 27
- Racial Modifiers
- +8 Perception
Weapons: Martial, Simple
Paralyzing Gaze — Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.
rend (2 claws, 2d6+18)
Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex 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"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Bluff +23, Climb +20, Fly +2, Heal +28, Intimidate +23, Knowledge (religion) +20, Perception +36, Sense Motive +28
- Type
- Outsider
- Alignment
- CE
- Size
- Gargantuan
- Environment
- any (the Abyss)
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft., detect good, scent, true seeing; Perception +36
- Languages
- Abyssal, Celestial, Draconic; telepathy 100 ft.
- Source
- Bestiary 2
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Good (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Clairaudience/Clairvoyance (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Inflict Serious Wounds, Mass (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Prying Eyes (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Blasphemy (Spell)House/Core — covered by the site's Section 15.
Loading references...