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Demon, Herensugue

The roiling mass of darkness emits a maddening squeal. Long tentacles, each one ending in bony jaws and sharp teeth, writhe outward from the monster’s body.

Herensugue Demon CR 11

XP 12,800
CE Huge outsider (air, chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., scent; Perception +20

DEFENSE

AC 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, -2 size)
hp 162 (13d10+91); fast healing 5 (good or cold iron)
Fort +10, Ref +11, Will +10
Defensive Abilities amorphous; DR 10/magic or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10

OFFENSE

Speed 10 ft., fly 60 ft. (perfect)
Melee 7 bites +19 (1d8+8)
Space 15 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks lure, many throats
Spell-Like Abilities (CL 13th; concentration +17)

At will-–gust of wind (DC 16)
3/day-–whirlwind (DC 22)
1/day-–summon (1 herensugue, level 3, 35%)

STATISTICS

Str 27, Dex 18, Con 24, Int 15, Wis 10, Cha 18
Base Atk +13; CMB +23; CMD 37 (can’t be tripped)
Feats Alertness, Blind-Fight, Flyby Attack, Combat Reflexes, Improved Initiative, Iron Will, Stealthy
Skills Bluff +20, Escape Artist +24, Fly +24, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +20, Sense Motive +20, Stealth +16; Racial Modifier +8 to Stealth in dim light
Languages Abyssal, Celestial, Common, Draconic (can’t speak); telepathy 100 ft.
SQ compression

SPECIAL ABILITIES

Horrifying Trill (Su)

The herensugue can emit a noise that reminds the listener of its darkest fears and greatest phobias. Any creature within 60 feet that fails on DC 20 Will save when the herensugue emits a horrifying trill is paralyzed for 1d4 rounds. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based. A creature that successfully saves is immune to the same herensugue’s horrifying trill for 24 hours.

Lure (Su)

Although the herensugue cannot speak, their skeletal jaws can emit noises that mimic music, laughter and voices. Any creature within 60 feet of a herensugue while it makes such noises must succeed on a DC 20 Will save or walk towards the source of the sounds. A victim under the effects of the lure moves toward the herensugue using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the herensugue simply stands there. This effect continues for as long as the herensugue emits sounds and for 1 round thereafter. The effect ends immediately if the herensugue attacks an affected creature. This is a sonic, mind-affecting, charm effect. The save DC is Charisma-based. A creature that successfully saves is not subject to the same herensugue’s lure for 24 hours.

Many Throats (Ex)

As a full-round action, the herensugue can use either its horrifying trill or lure ability and make two melee attacks in the same round.

Lore

Characters with ranks in Knowledge (planes) can learn more about a Herensugue Demon. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (name)

DC Result
DC 16 Herensugue are demons of the air.
DC 21 Kirin and herensugue are mortal enemies, though a herensugue only attacks a kirin if it possesses the advantage.
DC 26 Since a herensugue must keep its existence a secret, it never retreats in combat and never allows opponents to escape.
DC 31 The mouths of a herensugue can emit pleasant noises, luring creatures into its presence, or scream with the insanity of the abyss, paralyzing victims.


Editor's Notes

A few notes on this creature:

The Fortitude and Reflex saves appear to be in error, they should be:
Fort +11, Ref +12
GM's are encouraged to use these statistics.

Please note that Horrifying Trill should be listed as a special attack in the offense section.