Double the size of a man at its shoulder, this creature looks like a gigantic, starving jackal, but from its back beat the tattered black wings of a monstrous bat. A canine head sprouts where it would be natural for one to rest, but behind, where the creature’s tail should begin, instead sways the sleek, strong coils of a viper, ending in a fanged head that arcs over the monster’s back. Twin trails of thin smoke, like those from dying embers, rise from where the thing’s jackal eyes should be, roiled up from depthless hollows gaping in the horror’s snarling visage.
Herald of the Demon Queen CR 15
Speed 50 ft., fly 100 ft. (good)
Melee bite +25 (6d6+8/19–20), bite +25 (3d6+8/19–20 plus poison)
Ranged poison gout +22 touch (6d10 acid plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks bay, breath weapon (30-ft. cone, 12d10 fire and see below, Reflex DC 25 half, usable every 1d4 rounds), poison
Spell-Like Abilities (CL 15th; concentration +21)
At will—blindness/deafness (DC 18), locate creature, rage (DC 19), veil (DC 22)
3/day—baleful polymorph (DC 21), feeblemind (DC 21), greater dispel magic, plane shift (self and willing targets only), summon (level 4, 1d3 yeth hounds 100%)
1/day—control weather, unhallow
Before Combat An intelligent, vicious hunter, heralds of the demon queen track their prey relentlessly. They begin combat by baying in an attempt to panic and divide its targets.
During Combat Heralds of the demon queen try to catch a large group in its madding vision, and then rely on its poison gout to disable remaining victims, so it may dispatch them in a savage, horrific manner.
Morale As an apex abyssal predator, a herald of the demon queen has little to fear, and will fight to the death.
Str 26, Dex 20, Con 22, Int 17, Wis 23, Cha 22
Base Atk +18; CMB +27 (+29 bull rush or drag); CMD 42 (44 vs. bull rush or drag, 46 vs. trip)
Feats Cleave, Flyby Attack, Hover, Improved Bull Rush, Improved Critical (bite), Improved Drag, Improved Initiative, Power Attack, Skill Focus (Perception)
Skills Acrobatics +26, Bluff +27, Climb +17, Fly +7, Intimidate +27, Knowledge (planes) +24, Knowledge (religion) +15, Perception +33, Sense Motive +27, Stealth +22, Survival +27
Languages Abyssal, Common, Infernal
When heralds of the demon queen howl or bark, each creature within a 300-foot-radius spread must succeed at a DC 25 Will save or be panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Evil outsiders are immune to this ability.
Whether or not it succeeds at its save, a creature in the area is immune to the bay for 24 hours. The save DC is Charisma-based.
The heralds of the demon queen’s breath weapon is a jet of smoke. Any nonchaotic creature that takes damage from this breath weapon must succeed at a DC 25 Will save or be confused for 1d6 rounds. The save DC is Constitution-based.
Anytime a herald of the demon queen takes piercing or slashing damage, its wounds create a terrifying cacophony equivalent to its bay ability. Creatures within 10 feet of it take a –4 penalty on their saves against this effect.
Environment any (Abyss)
Having witnessed the most profane atrocities committed, the eyes of the heralds of the demon queen burn as smoldering coals. Now this ancient monstrosity sees only worlds undone and endless ruinous visions of reality. The heralds of the demon queen stand 14 feet tall and weigh over 1,600 pounds.
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.