TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
  This book presents several specific and unique demons 
  of a wide variety of types, which can be called forth with 
  summoning and calling spells. The demons are presented in 
  groups based on the type of demon they are, and each demon 
  has a short description of their background and personality, 
  as well as an entry describing the way that their statistics 
  entry varies from other demons of their kind.
  Each time a spell with the calling or summoning subschools 
  is used to conjure one of the types of demons listed in this 
  book, roll a d% to determine whether the conjured creature 
  is a standard one, or one of the ones listed. At the GM’s 
  discretion, the conjured creature may be a different outsider 
  with the same statistics, especially in cases with relatively 
  high percentage chances, or if the caster already has poor 
  relations with that particular summoned creature. If more 
  than one creature is summoned, roll the d% only once, 
  and if the result indicates a unique outsider, only one of 
  the summoned creatures is unique, with the others being 
  standard versions of their kind. 
  A caster who knows of a unique creature listed here can 
  specifically ask for that creature when using a planar binding 
  or planar ally spell, or similar magic, increasing the odds 
  of getting that creature to 100% (however, the creature may 
  choose not to answer the call, in cases such as planar ally, 
  or may still succeed on its Will save, in the case of planar 
  binding, etc.). If summoned or called with a spell that 
  requires some sort of payment for the creature’s services, the 
  cost of the payment is increased based on any new class levels 
  or other Hit Dice the creature may possess, but such costs are 
  always increased by at least 10%, even for unique creatures 
  that do not have additional Hit Dice or class levels.
  Babaus
  Murderers and assassins of the Abyss, babaus are in many 
  ways the bloodiest of the demons, and make excellent muscle 
  for covert attacks. The following table summarizes the 
  chances of encountering the following unique babaus with 
  summoning or calling spells.
  Bloody Jack
  This babau’s true name is Shakthus, but over time, legends 
  about him and his numerous murders have caused him to be 
  known by the nickname “Bloody Jack.” Like many babaus, he 
  loves the slaughter of innocents more than anything else, and 
  amuses himself by stalking the night, hunting his victims, 
  and ultimately slaying them. When summoned, he can often 
  be persuaded to provide his services for a small fraction of 
  what similarly powerful outsiders might charge, but only if 
  he is allowed to remain on the Material Plane after his service 
  is completed, to do as he pleases. When he is able to live on 
  the Material Plane for an extended period of time, he takes a 
  human guise as Jack Wellington, a brooding and mysterious 
  nobleman.
  Mechanics: Bloody Jack has vigilante levels. When in his 
  social identity, he appears to be a human, gaining a +20 
  bonus on Disguise checks made to appear human. His full 
  stat-block is presented below.
  BLOODY JACK  
   
   
   
             CR 8
  XP 4,800
  Babau demon vigilante 4 (Pathfinder RPG Ultimate Intrigue)
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft., see invisibility; Perception 
  +22
  DefenSe
  AC 25, touch 13, flat-footed 22 (+4 armor, +3 Dex, +8 natural)
  hp 126 (11 HD; 4d8+7d10+70)
  fort +12, Ref +12, Will +8
  Defensive Abilities protective slime; DR 10/cold iron or 
  good; Immune electricity, poison; Resist acid 10, cold 10, fire 
  10; SR 17
  OffenSe
  Speed 30 ft.
  Melee bite +19 (1d6+9), 2 claws +19 (1d6+9)
  Special Attacks hidden strike +2d8/+2d4, sneak attack +2d6
  Spell-Like Abilities (CL 7th; concentration +11)
       Constant—see invisibility
       At will—darkness, dispel magic, greater teleport (self plus 
  50 lbs. of objects only)
       1/day—summon (level 3, 1 babau at 40%)
  TACTICS
  During Combat Bloody Jack attacks from hiding, picking off 
  his foes one at a time, using hidden strike and sneak attack to 
  deliver massive damage on his initial attack, and using pull 
  into shadows to drag his victims out of sight.
  Morale Bloody Jack knows no fear, and fights to the death.
  STATISTICS
  Str 26, Dex 17, Con 22, Int 14, Wis 11, Cha 18
  Base Atk +10; CMB +18; CMD 31
  feats Combat Reflexes, Deceitful, Improved Initiative, Iron 
  Will, Lunge, Skill Focus (Stealth)
  Skills Acrobatics +17, Bluff +6, Climb +18, Disable Device +14, 
  Disguise +21 (+25 when in his social identity, +41 to appear as 
  human and part of polite society while in his social identity), 
  Escape Artist +13, Perception +22, Sense Motive +14, Sleight 
  of Hand +16, Stealth +36; Racial Modifiers +20 Disguise to 
  appear human in his social identity, +8 Perception, +8 Stealth
  Table: Babau Summoning
  d%
  Result
  01 ‐ 90
  Standard babau
  91 ‐ 99
  Haraxus
  100
  Bloody Jack
  
  3
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ seamless guise, social grace, social talents (case the joint, 
  social grace), unshakable, vigilante specialization (stalker), 
  vigilante talents (pull into the shadows, twisting fear)
  Gear +1 studded leather, amulet of mighty fists +1, cloak of 
  elvenkind, 125 gp
  Haraxus
  The most commonly known member of a rare breed of 
  babaus, Haraxus’s skin does not ooze protective slime, but 
  rather a thick, greasy black oil, which burns with intense 
  heat when lit, something that the demon’s resistance to 
  fire protects it from. Haraxus is no less a vicious killer than 
  others of his kind, though he does have a particular fondness 
  for arson, which sometimes leads him to pause over the 
  agonizing choice between watching a victim burn alive or 
  burying his claws deep in their flesh. He often solves this 
  quandary by either disemboweling his victim and then 
  burning down their home around their corpse, or burning 
  the victim and then snapping and stomping on the scorched 
  bones.
  Mechanics: Haraxus’s protective slime does not deal acid 
  damage. Normally, it does no damage at all, but if Haraxus 
  is exposed to flame, the oily slime catches on fire, at which 
  point it functions as normal for protective slime, but deals 
  fire damage, instead of acid damage. This also provides 
  Haraxus with a limitless supply of oil, allowing him to harvest 
  one ounce of oil from his skin as a move action.
  Balor
  The mightiest of demons, only the most powerful conjurers 
  are capable of bringing them forth, and only the most foolish 
  are willing to try. There is a 1% chance of summoning the 
  following balor with a summoning or calling spell.
  Bakhephros
  While it is daemons, not demons, who are best known for a 
  desire to bring an end to all living things, there are certainly 
  demons who have similar aims, and Bakhephros is one such 
  creature, a powerful balor whose hatred and malice leads 
  it to want nothing more than to snuff out all life that it 
  encounters. He hates little more than being summoned or 
  called via magic, and spellcasters who insist on summoning 
  him are recommended to ensure that their identity remains 
  anonymous, so that he does not track them down and slay 
  them after their deal is complete, for no amount of bribes or 
  payment can soothe Bakhephros’s rage at being summoned.
  Mechanics: Bakhephros can cast weird at will instead of 
  dominate monster, horrid wilting instead of power word stun, 
  and cloudkill instead of telekinesis (his Quicken Spell-Like 
  Ability feat applies to cloudkill). Additionally, instead of 
  death throes, Bakhephros has a death curse, allowing him 
  to affect his killer as though with the spell bestow curse, 
  with no saving throw, and regardless of range. This curse 
  can only be lifted by a miracle or wish spell, and the caster 
  must succeed on a DC35 caster level check, or the attempt 
  fails. Finally, Bakhephros wields a +1 unholy wounding scythe 
  instead of the longsword and whip favored by most balors. 
  As a result, he has Weapon Focus (scythe) instead of Weapon 
  Focus (longsword), and Vital Strike, Improved Vital Strike, 
  and Greater Vital Strike instead of Two-Weapon Fighting, 
  Improved Two-Weapon Fighting, and Greater Two-Weapon 
  Fighting. Instead of the entangle ability, whenever a creature 
  is slain by Bakhephros’s scythe, that creature is affected as 
  though by the spell soul bind, with the soul trapped inside 
  the scythe. Bakhephros can hold any number of Hit Dice 
  worth of souls in this scythe.
  Dretches
  The lowliest of demons, dretches still serve as popular 
  summoned demons for spellcasters who lack the skills to 
  conjure anything greater. The following table summarizes the 
  chances of encountering the following unique dretches with 
  summoning or calling spells.
  Table: Dretch Summoning
  d%
  Result
  01 ‐ 90
  Standard dretch
  91 ‐ 95
  Orgmond the Foul
  96 ‐ 98
  Gorblast
  99 ‐ 100
  Carcasho
  Carcasho
  One of the few dretches to survive long enough as a dretch, 
  without either being killed or mutating into another form 
  of demon, to truly stand out from the others, Carcasho is 
  a somewhat controversial figure amongst some demonic 
  circles. Claiming to be a cleric of the Abyss itself, she 
  preaches the values of ruthlessness and spontaneity, of 
  defying societal norms and pursuing whatever your heart 
  desires, with no regard of whether others might say that it 
  is evil or wrong. These teachings in and of themselves are 
  hardly controversial amongst demons, but Carcasho often 
  calls out powerful demons in her sermons, claiming that they 
  have grown weak and soft in their positions, or else that they 
  impose too much order on the free-spirited free-for-all that 
  the Abyss should be. Her powerful words have caused many 
  demons—even those far more powerful than her—to seek 
  out her aid and guidance, and there are whispered rumors 
  that she has some kind of special connection with the plane 
  itself, which gives even mighty demon princes pause when 
  they consider eliminating her.
  Mechanics: Carcasho has class levels. Her full stat-block is 
  included below.
  CARCASHO 
   
   
   
   
             CR 4
  XP 1,200
  Dretch demon cleric of the Abyss 3 
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init –1; Senses darkvision 60 ft.; Perception +10
  DefenSe
  AC 18, touch 10, flat-footed 18 (+5 armor, –1 Dex, +3 natural, 
  +1 size)
  hp 45 (5 HD; 3d8+2d10+18)
  fort +9, Ref +3, Will +9
  DR 5/good or cold iron; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10
  OffenSe
  Speed 20 ft. (15 ft. in armor)
  
  4
  Melee bite +8 (1d4+3), 2 claws +8 (1d4+3)
  Special Attacks channel negative energy 4/day (DC 14, 2d6)
  Spell-Like Abilities (CL 2nd; concentration +3)
       1/day—cause fear (DC 12), stinking cloud (DC 14), 
  summon (level 1, 1 dretch 35%)
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
       5/day—touch of chaos, touch of evil (1 round)
  Cleric Spells Prepared (CL 3rd; concentration +5)
       2nd—align weapon (evil only)D, dread boltUM (DC 14), 
  shard of chaosUM (DC 14)
       1st—bane (DC 13), doom (DC 13), murderous commandUM 
  (DC 13), protection from lawD
       0 (at will)—detect magic, guidance, read magic, resistance
  D Domain spell; Domains Chaos, Evil
  TACTICS
  During Combat Carcasho attempts to use murderous 
  command to cause disruption in her enemies’ ranks, and may 
  use dread bolt or shard of chaos if it seems likely that such 
  spells will be useful. Otherwise, she focuses on ripping foes 
  apart with her melee attacks.
  Morale Fearless and completely insane, Carcasho fights to 
  the death.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 7, Wis 15, Cha 13
  Base Atk +4; CMB +6; CMD 15
  feats Improved Channel, Lightning Reflexes, Toughness
  Skills Escape Artist +2, Perception +10, Stealth +8
  Languages Abyssal (can’t speak); telepathy 100 ft.
  Other Gear +1 hide armor, cloak of resistance +1, 235 gp
  Gorblast
  Referred to in some fiendish codices as Gorblast the meat 
  bag, or Gorblast the maimed, this dretch has supposedly 
  survived over a century in its current form, an impressive feat 
  for a creature that can be counted amongst the weakest and 
  most pathetic of all of the Abyss’s denizens. So used to being 
  beaten, tortured, and maimed is Gorblast that he has become 
  something of a masochist, relishing the pain and punishment 
  that is a regular part of existence in that foul plane. Like 
  many dretches, Gorblast actively fights other dretches for the 
  chance to answer summon monster spells, as these both have 
  a high likelihood of resulting in violence and pain, and also 
  any time that Gorblast spends summoned by such a spell is 
  time that he can’t truly die, unlike time spent on the Abyss.
  Mechanics: Gorblast has 6 additional hit points (for a total 
  of 24). Instead of being able to cast cause fear and stinking 
  cloud as spell-like abilities, he can cast compel hostilityUC and 
  shield other.
  Orgmond the foul
  Because of their weak and pathetic natures, and the tainted 
  nature of the Abyss itself, many dretches inhabit squalid and 
  terrible places, and some dretches live in filth and grime of 
  such intensity that it actually mutates them, causing them 
  to become even more disgusting than they already are. 
  Orgmond is one such dretch, and every tome and scroll that 
  records his name warns the summoner to beware the terrible 
  stench that accompanies him, which persists long after the 
  dretch itself is gone, and, according to several testaments, 
  is all but impossible to remove entirely, with faint traces of 
  rotten fruit, viscera, and worse remaining even after thorough 
  and magical attempts to clear the air.
  Mechanics: Orgmond the Foul is not able to cast stinking 
  cloud as a spell-like ability, but does have the stench universal 
  monster ability (DC 13, 10 rounds).
  Glabrezu
  Perhaps the most in-demand type of demon for conjurers 
  to call or summon, glabrezus delight in offering wealth 
  and power in exchange for performing acts of corruption. 
  While there are many tales of glabrezus twisting the wishes 
  that they grant to do as much harm as possible, mortals 
  nonetheless line up in droves for a chance to bargain with 
  one. There is a 1% chance of summoning the following 
  glabrezu with a summoning or calling spell.
  Barbexur
  Barbexur considers himself a specialist and an artist: while 
  most glabrezus are quite happy to ply their corruptive trade 
  with any mortal who they come into contact with, Barbexur 
  often sets his sights on specific targets, whose corruption 
  he feels would either be a particular challenge, or at least 
  be spectacular and entertaining in some other way. He 
  then sets out to track down that person and arrange their 
  downfall, laboriously manufacturing situations that lead 
  the poor soul on a one-way path to madness and hedonism. 
  While this does not mean that he strictly refuses to deal with 
  mortal summoners, he often requires payment in the form 
  of favors—typically odd and very specific favors—which play 
  into one of his ongoing projects. Those who fail to meet their 
  end of the bargain find that his wrath is incredible, especially 
  if their mistake causes setbacks in his schemes.
  Mechanics: Barbexur can cast discern location once per day 
  instead of power word stun. He also has class levels. His full 
  stat-block is included below.
  BARBeXUR 
   
   
   
   
           CR 17
  XP 102,400
  Glabrezu demon sorcerer 8 
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +1; Senses darkvision 60 ft.; Perception +33
  DefenSe
  AC 30, touch 10, flat-footed 28 (+1 Dex, +1 dodge, +20 natural, 
  –2 size)
  hp 342 (20 HD; 8d6+12d10+248)
  fort +22, Ref +9, Will +16
  
  5
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 24
  OffenSe
  Speed 40 ft.
  Melee bite +25 (1d8+11), 2 claws +25 (1d6+11), 2 pincers +25 
  (2d8+11/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks claws (2, 2d6, treated as magic weapons, 11 
  rounds/day), rend (2 claws, 2d8+16)
  Spell-Like Abilities (CL 14th; concentration +22)
       Constant—true seeing
       At will—chaos hammer (DC 22), confusion (DC 22), dispel 
  magic, greater teleport (self plus 50 lbs. of objects only), 
  mirror image, reverse gravity, unholy blight (DC 22), veil (self 
  only) (DC 24)
       1/day—discern location, summon (level 4, 1 glabrezu 20% 
  or 1d2 vrocks 50%)
       1/month—wish (granted to a mortal humanoid only)
  Sorcerer Spells Known (CL 8th; concentration +16)
       4th (5/day)—scrying (DC 22)
       3rd (7/day)—invisibility sphere, rage, suggestion (DC 21)
       2nd (14/day)—bull’s strength, cat’s grace, command 
  undead (DC 20), detect thoughts (DC 20)
       1st (8/day)—cause fear (DC 19), charm person (DC 19), 
  jump, mage armor, magic missile, ventriloquism (DC 19)
       0 (at will)—acid splash, arcane mark, bleed (DC 18), 
  dancing lights, detect magic, ghost sound (DC 18), mage 
  hand, prestidigitation
  Bloodline Abyssal
  TACTICS
  Before Combat If Barbexur knows combat is imminent, he 
  casts invisibility sphere, bull’s strength, cat’s grace, and mirror 
  image on himself. He casts mage armor every eight hours.
  During Combat Barbexur tries to avoid combat as much as 
  possible, but when the situation calls for it, he mostly rips his 
  foes apart with his natural attacks, using his confusion spell-
  like ability to divide his foes against themselves, if necessary.
  Morale Barbexur flees if reduced to less than 160 hit points.
  STATISTICS
  Str 33, Dex 13, Con 35, Int 16, Wis 14, Cha 26
  Base Atk +16; CMB +29; CMD 41
  feats Cleave, Combat Casting, Dodge, Empower Spell, 
  Eschew Materials, Great Cleave, Improved Critical (pincer), 
  Improved Vital Strike, Lightning Reflexes, Persuasive, Power 
  Attack, Vital Strike
  Skills Bluff +39, Diplomacy +32, Intimidate +27, Knowledge 
  (history) +18, Knowledge (local) +18, Perception +33, Sense 
  Motive +25, Stealth +21, Use Magic Device +23; Racial 
  Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ bloodline arcana (summoned creatures gain DR 4/good)
  Other Gear cloak of the bat, ring of mind shielding, ring of 
  wizardry II, 1,000 gp
  Hezrou
  Foul demons of corruption, hezrou are far from the most 
  popular demons to summon, but there are those that 
  find them to be useful as muscle. There is a 3% chance of 
  summoning the following hezrou with a summoning or 
  calling spell.
  Gluraum
  While many of the hezrous that are summoned or called 
  to the mortal plane are the least of their kind, competition 
  can be fierce in the Abyssal swamps and mires for the best 
  territory, and centuries of such disputes often lead to certain 
  hezrous becoming particularly formidable warriors. One such 
  hezrou is Gluraum, who once was the chieftain of an entire 
  tribe of demons, mostly hezrous, and ruled a large portion of 
  a relatively small layer of the Abyss. It was believed for some 
  time that Gluraum’s ascension to the status of demon prince 
  was inevitable, but he grew fat and lazy in his success, and 
  ultimately much of his power was stripped from him. He is 
  now much weaker than he once was, but he spends most of 
  his time sulking and licking his wounds. Summoners who 
  play to his pride are likely to get the best results.
  Mechanics: Gluraum can cast plague storm once per day 
  instead of blasphemy. He also has class levels. His full stat-
  block is included below.
  GLURAUM 
   
   
   
   
           CR 16
  XP 76,800
  Hezrou demon barbarian 5 (Pathfinder RPG Bestiary)
  CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +30
  Aura stench (30 ft., DC 27, 10 rounds)
  DefenSe
  AC 33, touch 11, flat-footed 31 (+6 armor, +1 Dex, +1 dodge, +16 
  natural, –1 size)
  hp 272 (15 HD; 10d10+5d12+185)
  fort +27, Ref +9, Will +15
  Defensive Abilities fortification 50%, improved uncanny 
  dodge, trap sense +1; DR 10/good; Immune electricity, 
  poison; Resist acid 10, cold 10, fire 10; SR 22
  OffenSe
  Speed 40 ft. (30 ft. in armor), swim 30 ft.
  Melee bite +24 (4d4+10 plus grab), 2 claws +24 (1d8+10 plus 
  grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks nausea, rage (24 rounds/day), rage powers 
  (guarded stance +1, smasherAPG)
  Spell-Like Abilities (CL 13th; concentration +16)
       At will—chaos hammer (DC 17), greater teleport (self plus 
  50 lbs. of objects only), unholy blight (DC 17)
       3/day—gaseous form
       1/day—plague stormUM (DC 20), summon (level 4, 1 hezrou 
  35%)
  TACTICS
  During Combat Gluraum makes liberal use of his rage and 
  Power Attack, tearing into his foes with reckless abandon. 
  His favored tactic is to disarm his foes, then grapple them 
  until he literally squeezes the life from them.
  
  6
  Morale Having already lost so much, Gluraum is not willing 
  to flee combat again, and fights to the death.
  STATISTICS
  Str 31, Dex 13, Con 34, Int 14, Wis 16, Cha 16
  Base Atk +15; CMB +26 (+30 grapple, +30 sunder); CMD 38 
  (40 vs. sunder)
  feats Blind-fight, Cleave, Dodge, Great Cleave, Greater 
  Sunder, Improved Initiative, Improved Sunder, Power Attack
  Skills Acrobatics +18, Appraise +3, Bluff +4, Climb +22, 
  Diplomacy +4, Disguise +4, Escape Artist +10, Heal +4, 
  Intimidate +22, Knowledge (arcana) +16, Perception +30, 
  Sense Motive +4, Spellcraft +16, Stealth +14, Survival +4, 
  Swim +30; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ amphibious, fast movement
  Other Gear +2 moderate fortification hide armor, cloak 
  of resistance +3, marvelous pigments, stone of good luck 
  (luckstone), 320 gp
  Quasits
  Known primarily for their role as familiars to evil spellcasters, 
  quasits can also serve as useful spies and allies to conjurers 
  who are able to summon them (a somewhat difficult task, as 
  they are not generally available via summon monster). The 
  following table summarizes the chances of encountering the 
  following unique quasits with summoning or calling spells.
  Zanzibrand the Magnificent
  Among those rare quasits that choose to remain on the 
  Material Plane after their first master dies, Zanzibrand 
  decided that he rather enjoyed life in the mortal realm, 
  where things were much more pleasant than what he had 
  heard about his home plane, and where he possessed much 
  more power and ability than those around him, unlike 
  what he knew he could expect in the Abyss. Zanzibrand’s 
  reign of terror was relatively short-lived, however, and he 
  was eventually imprisoned by a powerful psychic, Seeva 
  Spiritsight, who sought to redeem the quasit. During his 
  captivity, Zanzibrand picked up many occult secrets, but 
  when it eventually became clear that he would not turn from 
  his demonic nature, Seeva banished him back to the Abyss. 
  Ever since, he has used his occult skills to barter information 
  to his allies.
  Mechanics: Zanzibrand can cast clairaudience/clairvoyance 
  instead of cause fear. He also has class levels. His full stat-
  block is presented below.
  ZAnZIBRAnD THe MAGnIfICenT 
   
             CR 4
  XP 1,200
  Quasit demon occultist 3 (Pathfinder RPG Occult Adventures)
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +11
  DefenSe
  AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, 
  +2 size)
  hp 38 (6 HD; 3d8+3d10+9); fast healing 2
  fort +5, Ref +8, Will +8
  DR 5/good or cold iron; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10
  OffenSe
  Speed 20 ft., fly 50 ft. (perfect)
  Melee 2 claws +11 (1d3–1 plus poison), bite +11 (1d4–1)
  Ranged +1 shortbow +12 (1d3/×3)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 6th; concentration +5)
       At will—detect good, detect magic, invisibility
       1/day—clairaudience/clairvoyance
       1/week—commune
  Implement Schools (2 generic focus)
       Abjuration (amulet, 1 point) Resonant—warding talisman; 
  Focus—mind barrier
       Divination (crystal ball, 1 point) Resonant—third eye; 
  Focus—sudden insight
       Illusion (ring, 1 point) Resonant—distortion; Focus—
  minor figment
  Occultist Spells Known (CL 3rd; concentration +5)
       1st (4/day)—mindlinkOA, shield, silent image (DC 13)
       0 (at will)—detect psychic significanceOA, ghost sound (DC 
  12), resistance
  TACTICS
  Before Combat Zanzibrand casts shield if he expects an 
  upcoming fight. 
  During Combat Zanzibrand keeps his distance, avoiding 
  melee if at all possible. He becomes invisible at the first 
  opportunity, then uses silent image to make an image of 
  himself, allowing his foes to waste their resources against it 
  for a few rounds before attacking with his shortbow, or simply 
  fleeing.
  Table: Quasit Summoning
  d%
  Result
  01 ‐ 94
  Standard quasit
  95 ‐ 99
  Sarlus
  100
  Zanzibrand the magnificent
  Sarlus
  Sarlus’s first master, the mortal whose spirit, brushing 
  against the Abyss, ultimately created him, was a wizard by 
  the name of Sandra Feldrik. Unfortunately for Sarlus, his 
  master was turned from the path of evil before he could 
  arrange her untimely demise in order to secure her soul. 
  Instead, a young man fell in love with Sandra, and his love 
  and guidance turned her from her dark path and led her to 
  salvation. Sarlus was dismissed from his master’s service, 
  but Sandra didn’t have the heart to slay him. He spent ages 
  wandering the Material Plane, finding and interfering with 
  the lives of lovers, attempting to foil any chances at true love 
  or happiness that he found. Eventually he found his way back 
  to the Abyss, but without any captured souls, he is far from 
  being able to transform into a greater demon. He delights in 
  tormenting youths by using his spell-like abilities to make 
  them besotted with another, while also sabotaging any 
  chance that the object of their affection could ever like them.
  Mechanics: Sarlus can cast negative reactionUC as a spell-
  like ability once per day instead of cause fear, and instead of 
  being able to cast commune once per week, he can cast either 
  reckless infatuationUM or unadulterated loathingUM once per 
  week.
  
  7
  Morale If the attacks made against his silent image indicate 
  that he is outclassed, Zanzibrand flees immediately. He 
  also flees if he encounters foes that can see him while he is 
  invisible, or if reduced to fewer than 10 hit points.
  STATISTICS
  Str 8, Dex 18, Con 13, Int 15, Wis 14, Cha 9
  Base Atk +5; CMB +7; CMD 17
  feats Dodge, Improved Initiative, Weapon Finesse
  Skills Appraise +11, Bluff +8, Fly +25, Intimidate +5, 
  Knowledge (arcana) +8, Knowledge (planes) +8, Perception 
  +11, Sense Motive +8, Stealth +21
  Languages Abyssal, Auran, Common, Draconic; telepathy 
  (by touch only)
  SQ change shape (bat, wolf; polymorph), implements 3, 
  magic item skill, mental focus (5/day), object reading
  Gear +1 shortbow with 40 arrows, Tiny crystal ball worth 20 
  gp, Tiny gold ring worth 20 gp, Tiny ruby amulet worth 40 gp
  Shadow Demon
  Shadow demons are creatures consumed by jealousy and 
  emptiness. There is a 3% chance of summoning the following 
  shadow demon with a summoning or calling spell.
  Araxitor
  Araxitor is a truly ancient shadow demon, and he spends his 
  time pursuing ancient secrets and arcane lore. Though he is 
  knowledgeable in many areas, his specialty is shadow magic, 
  and he has even found a way to overcome his race’s aversion 
  to sunlight, a secret that he keeps to himself, much to the 
  frustration of his brethren. He primarily answers summons 
  from spellcasters who ask him to teach them arcane lore, and 
  he is able to pass on the knowledge of how to cast any spells 
  he can use as spell-like abilities, at a rate of 2 hours per spell 
  level of the spell. He can also teach summoners how to make 
  their shadow magic more real, as his own is, but this requires 
  no less than 14 days of training.
  Mechanics: Araxitor does not have the sunlight 
  powerlessness weakness, and in fact gains a +2 enhancement 
  bonus to Dexterity and Charisma in areas of normal or bright 
  light. Additionally, his shadow conjuration and shadow 
  evocation spells are 10% more real than they would otherwise 
  be.
  Succubus
  There are few male conjurers who did not, in their youth 
  learning magic, dream and fantasize, at least once, about 
  summoning and calling a succubus to serve them, despite all 
  of the excellent reasons not to do so. While many a fool has 
  met his death summoning a succubus, and those with true 
  ambition and talent quickly outgrow such fantasies, there 
  are still many reasons why a prospective summoner might 
  call upon a succubus to perform various tasks—after all, 
  just because he is too clever to fall for her charms and wiles 
  does not mean that his enemies will be, especially if they 
  do not know it is a succubus they are dealing with. There is 
  a 2% chance of summoning the following succubus with a 
  summoning or calling spell.
  ninxia
  By many accounts, Ninxia should have transformed into 
  a more powerful type of demon long ago, but she chose to 
  remain in her current form due to a mixture of vanity and 
  pride in her skills at manipulation. While she physically 
  remains the ravishing picture of beauty that is a succubus, 
  mentally she has evolved somewhat beyond the constant lust 
  that such creatures embody, and she considers herself to have 
  failed if she is forced to resort to carnal desires in order to get 
  what she wants. She is no less manipulative, however, than 
  any other succubus. One of her favorite routines is to claim 
  to be a reformed succubus, who now uses her abilities to help 
  ease the minds of others.
  Mechanics: Ninxia has class levels. Her full stat-block is 
  presented below.
  nInXIA 
   
   
   
   
           CR 10
  XP 9,600
  Succubus demon mesmerist 7 (Pathfinder RPG Occult 
  Adventures)
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +27
  DefenSe
  AC 27, touch 15, flat-footed 22 (+5 armor, +5 Dex, +7 natural)
  hp 157 (15 HD; 7d8+8d10+82)
  fort +9, Ref +17, Will +23
  DR 10/good or cold iron; Immune electricity, fire, poison; 
  Resist acid 10, cold 10; SR 18
  OffenSe
  Speed 30 ft., fly 50 ft. (average)
  
  8
  Melee +1 flaming rapier +21/+16/+11 (1d6+4/15–20 plus 1d6 
  fire) or 2 claws +14 (1d6+1)
  Special Attacks bold stares (psychic inceptionOA, 
  susceptibilityOA), hypnotic stare (–2), manifold tricks (2 
  tricks), mental potency (+1), mesmerist tricks 12/day (gift of 
  will, meek facade, mesmeric mirror, mesmeric pantomime), 
  painful stare (+3 or +2d6)
  Spell-Like Abilities (CL 12th; concentration +21)
       Constant—detect good, tongues
       At will—charm monster (DC 23), detect thoughts (DC 
  21), ethereal jaunt (self plus 50 lbs. of objects only), greater 
  teleport (self plus 50 lbs. of objects only), suggestion (DC 22), 
  vampiric touch
       1/day—dominate person (DC 23), summon (level 3, 1 babau 
  50%)
  Mesmerist Spells Known (CL 7th; concentration +16)
       3rd (3/day)—demanding message (DC 22), displacement
       2nd (5/day)—calm emotions (DC 21), invisibility, knock, 
  share memoryUM (DC 21)
       1st (7/day)—demand offeringOA (DC 20), forbid actionUM 
  (DC 20), lock gazeUC (DC 20), ray of enfeeblement (DC 20), 
  undetectable alignment (DC 20)
       0 (at will)—dancing lights, detect magic, detect psychic 
  significanceOA, ghost sound (DC 19), prestidigitation, read 
  magic
  TACTICS
  During Combat Ninxia prefers to avoid combat, when 
  possible. If it is unavoidable, she casts displacement on 
  herself, uses Combat Expertise, fighting cautiously with her 
  rapier, and working to outlast her opponent.
  Morale Ninxia flees if reduced to less than 75 hit points.
  STATISTICS
  Str 17, Dex 22, Con 20, Int 20, Wis 12, Cha 29
  Base Atk +13; CMB +19; CMD 32
  feats Agile Maneuvers, Combat Expertise, Combat Reflexes, 
  Improved Critical (rapier), Improved Initiative, Iron Will, 
  Weapon Finesse, Weapon Focus (rapier)
  Skills Bluff +38, Diplomacy +27, Disguise +27, Escape 
  Artist +24, Fly +24, Intimidate +27, Knowledge (local) +23, 
  Perception +27, Sense Motive +19, Sleight of Hand +24, 
  Stealth +24; Racial Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Common, Draconic, Elven, 
  Ignan; telepathy 100 ft.
  SQ change shape (small/medium humanoid; alter self), 
  consummate liar +3, energy drain, profane gift, touch 
  treatment 12/day (Moderate)
  Other Gear +2 studded leather, +1 flaming rapier, 255 gp
  Vrock
  Among the more iconic demons, the terrifying vrocks are 
  popular choices for summoners looking for enforcers or 
  assassins. There is a 3% chance of summoning the following 
  vrock with a summoning or calling spell.
  Greinoch
  Even more of a cackling maniac than others of her kind, 
  Greinoch is a delusional and wildly unpredictable killer, who 
  quickly turns against even other vrocks. She is blind in one 
  eye, bearing an incredibly ugly scar over the right half of her 
  face, from a long-ago battle. She often talks in rhyme, or, on 
  days when her grip on reality is at its weakest, speaks each 
  word backwards, instead. Her insanity sometimes makes 
  her easier to bargain with than other demons, as she agrees 
  to strange and outlandish forms of payment, which may be 
  of little value to others, although her reliability as an agent 
  leaves much to be desired.
  Mechanics: Greinoch can cast ash storm once per day 
  instead of heroism, and create pit once per day instead of 
  mirror image. She also has class levels. Her full stat-block is 
  presented below.
  GReInOCH 
   
   
   
   
           CR 15
  XP 51,200
  Vrock demon slayer 6 (Pathfinder RPG Advanced Class Guide)
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +30
  DefenSe
  AC 33, touch 14, flat-footed 28 (+8 armor, +5 Dex, +11 natural, 
  –1 size)
  hp 208 (15d10+126)
  fort +23, Ref +22, Will +15; +2 vs. mind-affecting spells, 
  spell-like abilities, and supernatural abilities
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 20
  OffenSe
  Speed 30 ft., fly 50 ft. (average)
  Melee bite +21 (1d8+7), 2 claws +22 (2d6+7/19–20), 2 talons 
  +21 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sneak attack +2d6 plus 2 bleed, studied 
  target +2 (2nd, move action)
  Spell-Like Abilities (CL 12th; concentration +14)
       At will—greater teleport (self plus 50 lbs. of objects only), 
  telekinesis
       1/day—ash stormUM, create pitAPG (DC 14), summon (level 
  3, 1 vrock 35%)
  TACTICS
  During Combat Greinoch prefers to fight with allies, when 
  possible, using flanking to get sneak attack. If the allies are 
  other vrocks, she uses ash storm to hinder her foes and buy 
  herself and her allies time to use dance of ruin.
  Morale Thoroughly insane, Greinoch fights to the death.
  STATISTICS
  Str 25, Dex 20, Con 27, Int 14, Wis 18, Cha 14
  Base Atk +15; CMB +23; CMD 38
  feats Cleave, Combat Reflexes, Improved Critical (claw), 
  Improved Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Rending ClawsAPG, Weapon Focus (claw)
  Skills Fly +21, Intimidate +20, Knowledge (planes) +20, 
  Perception +30, Sense Motive +22, Spellcraft +20, Stealth +19, 
  Survival +22; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  SQ dance of ruin, slayer talents (bleeding attack +2, powerful 
  sneak, weapon training), spores (1 / 3 rounds), stunning 
  screech, track +3
  Combat Gear mind sentinel medallionUE; Other Gear +5 
  studded leather, cloak of resistance +4, 300 gp
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Weekly Wonders: Abyssal Hordes Copyright 2016, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Why Settle For Standard Demons?
  Mortals come in a wide variety of shapes and sizes, so why shouldn’t demons? With dozens of 
  alternate racial traits for every PC race, why does every single quasit have the same suite of 
  spell-like abilities? If elves, dwarves, and humans can have class levels, why can’t dretches, 
  glabrezu, and balors?
  This book presents a variety of unique demons, from the lowliest dretches up to the mighty 
  This book presents a variety of unique demons, from the lowliest dretches up to the mighty 
  balors, presenting each one with a flavorful description and backstory, as well as mechanical 
  differences that set them apart from others of their kind, including several that have class levels 
  and full statistics entries.
  Whether you’re a player looking for exciting new options for planar binding and even summon 
  monster spells, or a GM who wants a more interesting infernal encounter, look no further than 
  the infernal legions!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Abyssal Hordes.pdf