Actions/Abilities/Traits: (OSR)
Special
|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing
Gaze inflicts paralysis for 1 round, range 30 feet, Paralysis save negates. Evil creatures are immune to this effect.
Special
|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing
If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
Special
|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing
A shemhazian demon deals 2d4 points of Strength damage with each successful bite. A successful Death save reduces this amount to 1d4 points of Strength damage.
Special
|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing
You can mentally communicate with any other creature within 100 feet that has a language.
Special
|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing
It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Paralyzing Gaze|Rend|Strength Drain|Telepathy|True Seeing
You see all things as they actually are, as per the spell True Seeing, as a constant ability.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Innate Spells
DC 37; 8th divine decree (evil only); 5th dimension door, prying eye (x3); 4th clairvoyance (x3), dimension door (at will); 2nd invisibility (at will); Constant (7th) fly, true seeing
Ability
Divine Rituals
DC 36; 1st abyssal pact
Ability
Enfeebling Bite
(divine, necromancy) If the shemhazian's jaws Strike damages a creature, the target is enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success).
Ability
Focused Gaze
(concentrate, divine, enchantment, incapacitation, visual) The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn't already slowed by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can't use this ability against the same creature more than once per round.
Ability
Paralyzing Gaze
(aura, divine, enchantment, visual) 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it's slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round.
Ability
Rend
claw
Ability
Succor Vulnerability
A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage.
Ability
Tail Whip
Circumstance: Trigger: A creature within reach of the shemhazian's tail leaves
The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (evil, magical, reach 20 feet), Damage 3d12+17 piercing plus 1d6 evil and enfeebling bite
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
scent (imprecise) 60 feet
true seeing
Weakness
cold iron 15
good 15