Devil, Ashmede (Judgement Devil)

Huge black bat wings extend from the back of this powerful serpentine humanoid. In its claws hands it swings a vicious-looking scythe.

Judgement Devil (Ashmede) CR 13

XP 25,600
Female ashmede (judgement) devil
LE Large outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness; Perception +18; Aura fear aura (20 ft., DC 19, fear)


AC 30, touch 14, flat-footed 27 (+2 deflection, +3 Dex, +16 natural, -1 size)
hp 126 (12d10+60); fast healing 3
Fort +11, Ref +11, Will +11
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 23


Speed 40 ft., fly 60 ft. (average)
Melee +1 unholy scythe +20/+15/+10 (2d6+11/19-20/x4), 2 wings +13 (1d6+3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th; concentration +19)

At willcharm person (DC 14), detect chaos, detect evil, detect good, detect law, detect magic, dispel magic, greater invisibility, greater teleport (self plus 50 pounds), polymorph, prying eyes
1/dayblasphemy, chain lightning (DC 19), discern location, forcecage, horrid wilting (DC 21), summon (level 9, 1 kyton or 1 faceless or 2d6 whiptails 100%)


Str 24, Dex 16, Con 20, Int 14, Wis 16, Cha 17
Base Atk +12; CMB +20; CMD 33
Feats Combat Expertise, Critical Focus, Flyby Attack, Great Fortitude, Improved Critical (scythe), Weapon Focus (scythe)
Skills Acrobatics +18, Bluff +18, Fly +16, Intimidate +18, Knowledge (planes) +17, Perception +18, Stealth +18, Survival +18
Languages Celestial, Draconic, Infernal
Gear +1 unholy scythe (this weapon is fused to her right hand and cannot be disarmed or effectively wielded by other creatures unless fitted to a shaft), ring of protection +2


Environment any (Hell)
Organization solitary or team (2-5)
Treasure double

When the laws of hell are violated it is the ashmede that deliver Asmodeus’s justice. As Asmodeus’s enforcers, the judgement devils track and bring annihilation to any devil who moves against Asmodeus. There is no trial, no plea, and absolutely no warning. Ashmede track violators across the multiverse if necessary.

When a mortal breaks an infernal pact, it is the ashmede that first travel to the Material Plane to collect his soul. The ashmede are not careless combatants. They study their foes, learn their weaknesses and strengths, and strike when their targets are at their weakest. They weaken opponents or scatter other combatants with magical attacks. They then focus on their target, concerned with completing their mission and obeying Asmodeus’s law.

Before the kytons achieved their freedom from Asmodeus’s domain, the ashmede and the so-called chain devils often collaborated on similar missions. Now that kytons are independent entities, they still sometimes provide assistance to the ashmede particularly in cases where Asmodeus wants an oath-breaker to suffer before annihilation. Only lesser kytons will still respond to the summons of an ashmede and over the centuries they may even resist the summons.

Section 15: Copyright Notice

Pathfinder 11: Skeletons of Scarwall

Pathfinder 11: Skeletons of Scarwall. Copyright 2008, Paizo Publishing LLC. Author: Greg A. Vaughan
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