Creating a Demonic Vermin

System: Pathfinder | SRD

Creating a Demonic Vermin CR Same as the base creature +1.
XP 6400
Chaotic evil. The creature’s type changes to magical beast. Do not recalculate HD, BAB, or saves. While a demonic vermin is not an outsider, it is treated as if it had the demon subtype for the purposes of resolving all effects relating to that subtype.
Init +2 ; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
Defense
AC 24, touch 11, flat-footed 21 (+2 Dex, +1 dodge, +13 natural, –2 size)
hp 115 (10d8+70)
Fort +13, Ref +7, Will +7
DR 5/cold iron
Immune electricity, poison
Resist acid 10, cold 10, fire 10
Offense
Speed 50 ft.
Melee A demonic vermin’s natural weapons are unchanged, but they are treated as chaotic and evil for the purpose of resolving damage reduction.
Space 15 ft., ; Reach 15 ft.
Special Attacks A demonic vermin retains all the special attacks of the base creature. In addition, it gains one of the following special abilities of your choosing— you can, of course, invent different abilities of your own as well. The save DC for any of these attacks is equal to 10 + 1/2 the demonic vermin’s HD + the demonic vermin’s Constitution modifier.
Spell-Like Abilities (CL 9th; concentration +11)
CMB +19 (+23 grapple) CMD 32 (44 vs. trip)
Statistics
Str 31,, Dex 15,, Con 22,, Int 10,, Wis 14,, Cha 15
Base Atk +7
Feats Dodge , Iron Will , Lightning Reflexes , Power Attack , Skill Focus (Stealth) B , Toughness B , Vital Strike
Skills Acrobatics +15, Climb +23, Perception +19, Stealth +21 (+29 in forests)
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 21; frequency 1/ round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.
Sudden Strike (Ex) During a surprise round, a demonic deadfall scorpion may act as if it had a full round to act, rather than just one standard action.

Add to encounter | Back to Monsters