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Demon, Swaithe

This creepy ash-gray goblin-like creature has empty eye sockets and scraggly, stained teeth.

Swaithe CR 4

XP 1,200
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses blindsense 30 ft., darkvision 60 ft.; Perception +8

DEFENSE

AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 37 (5d10+10)
Fort +3, Ref +9, Will +4
DR 5/cold iron; Immune electricity, gaze attacks, poison, visual effects and attacks relying on sight; Resist acid 10, cold 10, fire 10; SR 15

OFFENSE

Speed 30 ft.
Melee bite +6 (1d4), 2 claws +6 (1d3)
Special Attacks hexes (cackle, evil eye [–2, 4 rounds], misfortune [1 round]; DC 13)
Spell-Like Abilities (CL 5th; concentration +6)

Constantspeak with animals
At willcause fear (DC 12), detect magic, ray of enfeeblement (DC 12), read magic
3/daycharm animal (DC 12), invisibility (self only)
1/dayrage, water of maddening

STATISTICS

Str 11, Dex 16, Con 14, Int 13, Wis 11, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Combat Casting, Improved Initiative, Lightning Reflexes
Skills Handle Animal +9, Intimidate +9, Knowledge (arcana) +9, Knowledge (planes) +9, Perception +8, Ride +11, Stealth +15
Languages Abyssal, Goblin, Gnoll, Orc; speak with animals, telepathy 100 ft.
SQ
eyeless, witchcraft

SPECIAL ABILITIES

Eyeless (Ex)

A swaithe has no eyes, but can sense its immediate surroundings (within 60 feet) as well as a human can see.

Hexes (Su)

A swaithe has the cackle, evil eye, and misfortune hexes of a 5th-level witch.

Witchcraft (Su)

A swaithe can use spell completion and spell trigger items as if it were a 5th-level witch.

Editor’s Note
The slumber hex mentioned in the description does not appear in the swaithe’s list of hexes. We’re assuming this was a last minute change in the latter which failed to be reflected in the former.

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, or gang (3–5)
Treasure standard

The eyeless swaithes are skulking agents of fear and unprovoked beast attacks, formed from sinful souls who, in life, used animals as tools of violence and murder. Swaithes often lure those who seek their aid and advice into falling victim to the darkest secrets of demonology and forbidden magic.

If left unsupervised, a swaithe charms animals and drives them toward villages, often under the influence of rage, further stoking the flames of fear and distrust between settlements and the wilderness.

Swaithes prefer stealth and subterfuge to direct confrontation, and these foul creatures delight in creating a sense of dread in their prey. Swaithes have been known to slip into a village under the cover of night, use their slumber hex on lone villagers, leave a grisly token (such as a bloody organ or strange twig doll) on its body for the victim to discover later when they wake clueless as to why they fell asleep in the first place. They delight in later repeating these attacks with strange cackling noises, invisibly “haunting” a victim’s home at night, and driving the target to paranoia and outright panic.

Swaithes can join hag covens and contribute to the coven’s cooperative magic. Because of its smaller size and weaker power, a swaithe is often treated as a little sister or daughter by the rest of the coven. Any coven that includes a swaithe can add giant vermin, animal growth, and insect plague to the spells the spells they can cast together.

Small and slight, most swaithes stand about 3-1/2 feet tall and weigh 50 pounds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.