Countless variations of demonic vermin exist in forbidding wastelands. When a nest of similar monsters is encountered, they all typically share the same demonic powers and traits, but another nest of the same species could exhibit entirely different abilities, depending on the nature of the Abyssal energies that have corrupted and transformed them.
“Demonic vermin” is an inherited or acquired template that can be added to any vermin (hereafter referred to as the base creature). A demonic vermin retains all the base creature’s statistics and special abilities except as noted here.
CR: Same as the base creature +1.
Alignment: Chaotic evil.
Type: 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.
Armor Class: Natural armor improves by +2.
Special Qualities and Defenses: A demonic vermin gains immunity to electricity and poison and resistance to acid 10, cold 10, and fire 10. It also gains DR 5/cold iron (if 11 HD or less) or DR 10/cold iron (if 12 HD or more). As demonic vermin are intelligent, they lose the mindless trait.
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.
Choose one of the following energy types—acid, fire, or cold. The demonic vermin gains immunity to that energy type, and also gains a breath weapon that inflicts that type of energy damage. This breath weapon is a 60-foot-line, and deals 1d6 points of damage per CR point possessed by the demonic vermin (Reflex save halves). It can be used once every 1d4 rounds.
When the vermin is slain, it can make a single melee attack (using any one of its natural attacks) as an immediate action. It then explodes into acid, fire, electricity, or cold (your choice), dealing 1d6 points of damage per CR point possessed by the demonic vermin (Reflex save halves).
By rubbing its wings or limbs together as a standard action, the demonic vermin produces a loud, discordant drone that causes those within 30 feet of it to become sickened (if the vermin is CR 8 or less) or confused (if the vermin is CR 9 or higher) for 1d6 rounds (Will save negates). This is a sonic mind-affecting effect.
The creature has uncanny speed and erratic movements. The vermin’s speeds all increase by 10 feet, it gains Mobility and Spring Attack as bonus feats, and it gains a +4 racial bonus on Initiative checks.
Spell-Like Abilities: In addition to gaining one of the special attacks listed here, all demonic vermin gain access to a limited number of spell-like abilities, depending on its Hit Dice. Each ability is usable once per day. Caster level equals the creature’s CR.
|13–16||greater teleport (self plus 50 lbs. of objects only)|
Skills: A demonic vermin has skill points per racial Hit Die equal to 4 + its Intelligence modifier. The following are class skills for demonic vermin: Acrobatics, Bluff, Climb, Fly, Knowledge (planes), Perception, Sense Motive, and Stealth.
Languages: A demonic vermin speaks Abyssal, Celestial, and Draconic. It also gains telepathy to a distance of 100 feet.
Pathfinder Campaign Setting: The Worldwound © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.