DEMONS

Demons are evil extraplanar beings native to the Nether Realms. They are organized according to the Hierarchy of Demons, a means by which the stronger and more intelligent demons rule those who are weaker and less intelligent. Demons are active in the Prime Material Plane, where they seek to sow evil and discord, bringing them into constant conflicts with the angels.
  Demons speak Infernal, Abyssal, Celestial and Draconic. 
  The following material is a conversion of the demons found in The Compleat Spell Caster (Bard Games). Any additional information is © 2001 Malachi Martin. Two new demon types, the demon worm and the demon serpent have been added. Because of the general usage of the term “fiend” in 3rd Edition D&D, I have supplanted that demon’s name with “scourge.”

The Hierarchy of Demons
In ascending order of authority, the Hierarchy of Demons reads as follows:

  Minor Demons (gremlins, imps, and manes)
  Lesser Demons (common, scourges, demon worms, demon locusts)
  Incubi, Succubi, and Demon Serpents
  Winged Demons
  Greater Demons (common)
  Greater Demons (kalkydri, empusa)  
  Nether Demons
  Arch Demons (seven in all)
  Mephistopheles (Lord of the Nether Realms)
  
Conjuring Demons
There are a variety of spells that may be used to summon demons, the most obvious being the various summon monster spells. The level of summon monster required for each demon is as follows: 1st–gremlin; 2nd–imp; 3rd–manes; 4th–common lesser demon; 5th–scourge, demon worm; 6th–succubus, incubus, demon locust; 7th–winged demon, demon serpent; 8th–common greater demon, kalkydri; 9th–empusa. 

DEMON QUALITIES
  Except for minor demons, all demons possess the following qualities.
  Spell-Like Abilities: All demons possess the spell-like abilities listed under the half-fiend template in the Monster Manual.
  Immunities (Ex): All demons are immune to poison, disease, and spells and effects of the Enchantment school.
  Resistances (Ex): All demons have fire, cold, acid, and electricity resistance of 20.
  See in Darkness (Su): All demons can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  Possession (Su): All demons are capable of possessing both animate and inanimate objects at will. The subject is allowed a Will saving throw against a DC of 10 + the one half the demon’s HD + the demon’s Charisma modifier (if any). If the saving throw is failed, the demon takes control of the body. The demon has total control of the body and access to its memories and powers (if any). In the case of possessed places and objects, the demon is in complete control of the internal components of that place or object.
  Summon Demon (Sp): All demons possess the capacity to summon fellow demons. This ability is usable once per day, and is equivalent to the summon monster spell of a level equal to one half the conjuring demon’s HD. So, a common lesser demon could use summon monster IV, because they normally have 8 HD. This ability is usable once per day. Chance of success is a percentage equal to 5 x the demon’s HD.
  Telepathy (Su): All demons can communicate telepathically with any creature within 100 feet that has a language.
  Tongues (Su): All demons have a permanent tongues ability as the spell cast by a 12th level sorcerer.

MINOR DEMONS
Minor demons are the least powerful of the various demon types, representing the absolute lowest echelon in the Hierarchy of Demons. On their own abysmal planes of existence, minor demons are the pawns, scapegoats and slaves of virtually every other type of demon. Minor demons can be summoned using the lowest level summon monster spells.

GREMLIN (Minor Demon)
Diminutive Outsider 
Hit Dice: 1d8+4 (8 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., fly 50 ft. (perfect)
AC: 18 (+4 size, +4 Dex)
Attacks: Spear +2 melee
Damage: Spear 1 plus poison
Face/Reach: 1 ft. x 1 ft./0
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 5/silver, SR 4, poison immunity, regeneration 1
Abilities: Str 4, Dex 19, Con 18, Int 12, Wis 7, Cha 1
Saves: Fort +6, Ref +6, Will +0
Skills: Hide +6, Listen +4, Move Silently +6, Search +5, Spellcraft +2, Spot +4
Feats: Dodge, Weapon Focus (spear)
Climate/Terrain: Any land or underground
Organization: Solitary, gang (2-4)
Challenge Rating: 1
Treasure: None
Alignment: Usually evil
Advancement Range: 2 HD (Diminutive)

Although gremlins are the smallest of all the minor demons, they have certain special abilities that are unique to their species. They are known to possess the ability to read the thoughts of others, which can be very useful to the familiar’s master; with their diminutive size and ability to become invisible at will, gremlins make excellent spies and eavesdroppers.
  Gremlins are the smallest of all minor demons, appearing as diminutive winged creatures no more than 6 inches in height and weighing about half a pound. They carry small needle-like spears that carry a sleep-inducing poison. 

Combat
  Spell-like Abilities: At will–detect magic (by touch), detect thoughts, invisibility. These abilities are as the spells cast by a 3rd level sorcerer (save DC 5 + spell’s level).
  Poison (Ex): Spear, Fortitude save (DC 11); victim falls asleep for 1d4+6 minutes. Only a neutralize poison spell will wake any victim of this toxin before its effects wear off. If a summoned gremlin is asked to reveal the secrets of this poison, he is no longer bound to serve the conjurer.
  Regeneration (Ex): Gremlins take normal damage from acid, and from silver holy and blessed weapons.
  Skills: Gremlins receive a +4 racial bonus to Listen, Search, and Spot checks. 

IMP (Minor Demon)
Tiny Outsider 
Hit Dice: 2d8+8 (17 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft., fly 50 ft. (perfect)
AC: 18 (+2 size, +4 Dex, +2 natural)
Attacks: Sting +6 melee
Damage: Sting 1d4-2 and poison 
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 5/silver, SR 4, poison immunity, fire resistance 20, regeneration 2
Abilities: Str 6, Dex 19, Con 18, Int 12, Wis 7, Cha 1
Saves: Fort +7, Ref +7, Will +1
Skills: Hide +6, Listen +4, Move Silently +6, Search +2, Spellcraft +2, Spot +4
Feats: Dodge, Weapon Finesse (sting)
Climate/Terrain: Any land or underground
Organization: Solitary 
Challenge Rating: 2
Treasure: None
Alignment: Usually evil
Advancement Range: 3-4 HD (Tiny)

Imps are the most versatile of the minor demons, and as such, make excellent familiars. They possess the capacity to shapechange into any animal form of up to medium-size. 
  Imps appear as tiny demons, 2 to 3 feet in height, weighing no more than 30 or 40 pounds. They have six horns jutting from their heads, clawed feet and hands, and small bat-like wings. Their long pointed tails carry a crippling venom.

Combat
Imps are fairly excellent flyers, and prefer to remain in the air during combat, often using their invisibility to surprise enemies with their sting attack. If a spell caster desires it, an imp familiar can be taught to use small swords that have been scaled to their size.
  Spell-Like Abilities: At will–detect good, detect magic (by sight), invisibility (self only); 1/day–polymorph self (assume standard familiar shapes). These abilities are as the spells cast by a 4th level sorcerer (save DC 5 + spell’s level).
  Poison (Ex): Sting, Fortitude save (DC 15); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
  Regeneration (Ex): Imps take normal damage from acid, and from silver holy and blessed weapons.

MANES (Minor Demon)
Small Outsider (Evil)
Hit Dice: 3d8+12 (25 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft.
AC: 18 (+4 Dex, +3 natural, +1 size)
Attacks: 2 claws, +8 melee and bite, +8 melee and poison
Damage: Claw, 1d4-1 and bite 1d3-1
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Scent, damage reduction 5/silver, SR 4, immunities, resistances, regeneration 2 
Abilities: Str 8, Dex 19, Con 18, Int 12, Wis 7, Cha 1
Saves: Fort +7, Ref +7, Will +1
Skills: Hide +8, Listen +4, Move Silently +8, Search +4, Spellcraft +2, Spot +4
Feats: Dodge, Weapon Finesse (claws, bite)
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always evil
Advancement Range: 4-6 HD (Small)

The most evil-natured of all minor demons, manes can be difficult for good or neutral spell casters to control, for these creatures are not happy unless they are employed in some sinister pursuit. A manes will always try to pervert a good or neutral master’s orders by adhering to the letter of any less-than-evil command. Because they can communicate with any type of undead creature, manes do have some value (especially where necromancers are concerned), and their acute sense of smell makes them fairly good trackers.
  Manes appear as small demons with grotesque skin, clawed hands and feet, pointed ears, and sinister eyes. Repulsive hairy growths throughout their bodies are not uncommon.

Combat
Manes avoid combat unless necessary. They attack with their claws and poisonous bite, using their invisibility to surprise enemies and their cause fear to break up small groups. They cannot be taught to use weapons of any sort. 
  Spell-Like Abilities: At will–detect good, detect magic (by sight), invisibility (self only); 1/day–cause fear. These abilities are as the spells cast by a 5th level sorcerer (save DC 5 + spell’s level).
  Speak with Undead (Su): Manes are able to communicate with any type of undead creature.
  Poison (Ex): Bite, Fortitude save (DC 15); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
  Regeneration (Ex): Manes take normal damage from acid, and from silver holy and blessed weapons.

LESSER DEMONS
Lesser demons are dull-witted, cruel creatures who love inflicting torture and misery on those weaker than themselves (such as minor demons). As much as they enjoy tormenting weaker creatures, they are themselves the objects of scorn and abuse from stronger demons who use them as slaves and servants of the most menial sort. Because of the unenviable position which they occupy in the Hierarchy of Demons, lesser demons are perhaps the most hateful and spiteful creatures in existence. 

LESSER DEMON (Common)
Medium-size Outsider (Chaotic, Evil)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (+6 natural)
Attacks: By weapon +12/+7 melee, or 2 claws +12 melee and bite +10 melee
Damage: By weapon +4, or claw 1d4+4 and bite 1d4+2
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 12, demon qualities
Abilities: Str 19, Dex 10, Con 18, Int 10, Wis 8, Cha 2
Saves: Fort +10, Ref +6, Will +5
Skills: Bluff +4, Climb +4, Hide +8, Escape Artist +4, Intimidate +5, Listen +8, Move Silently +8, Search +8, Sense Motive +4, Spot +8
Feats: Cleave, Great Cleave, Power Attack 
Climate/Terrain: Any land or underground
Organization: Solitary, gang (2-4), squad (6-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 9-12 HD (Medium-size)

The common sorts of lesser demons are usually about 6 feet tall, weighing around 250 pounds, with bloated, disgusting bodies, clawed hands and feet, and long, twisted teeth swelling their vile mouths. Typically, a common lesser demon will possess curved horns and hairy growths on their legs and heads. While exact appearances will vary from individual to individual, these creatures are consistently mean and untrustworthy.

Combat
Common lesser demons who do not make use of their claw and bite attacks prefer to use slashing and mauling weapons such as sickles, spiked clubs and battle axes. Though not particularly agile, they are fairly strong, and enjoy slaughtering weak, wounded, or helpless foes. 
  Skills: Common lesser demons receive a +4 racial bonus to Listen and Spot checks.

SCOURGE (Lesser Demon)
Medium-size Outsider (Chaotic, Evil)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft., fly 30 ft. (average)
AC: 18 (+1 Dex, +7 natural)
Attacks: 2 claws +13 melee and bite +11 melee or +2 scourge +13/+8 melee 
Damage: Claw 1d6+4, bite 1d4+2 or +2 scourge 1d4+6 subdual damage
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 18, demon qualities
Abilities: Str 18, Dex 12, Con 19, Int 18, Wis 8, Cha 2
Saves: Fort +10, Ref +7, Will +5
Skills: Bluff +4, Escape Artist +10, Hide +20, Intimidate +4, Knowledge (any one) +4, Listen +12, Move Silently +14, Open Lock +8, Search +16, Sense Motive +8, Spellcraft +12, Spot +16, Use Magic Device +8
Feats: Combat Reflexes, Flyby Attack, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary, gang (2-4), squad (6-10)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 10-14 HD (Medium-size)

Scourges are 6 feet tall demons, weighing about 150 pounds, with black rubbery skin covered in some places with scales. Their faces are decrepit, with two rows of three horns jutting from their heads and small horns thrusting from their chins. Their hands and feet are clawed, and bat-like wings grow from the back of their long, bony arms. 
  Scourges are lesser demons of hideous aspect and wretched temperament. Even amongst demons, these vile creatures are shunned, and few other demon types will tolerate their foul presence amongst their number. Scourges are extremely cunning and possess a number of extraordinary qualities. 

Combat
Scourges prefer subterfuge to direct confrontation. If pressed, however, they will use either their claw and bite attacks or attempt to subdue their enemy with their six-tailed +2 scourges. Scourges emit a horrible hissing sound if they successfully strike with these wicked weapons.
  Detect Portal (Su): A scourge who passes within 60 feet of a concealed portal or opening is entitled to a Search check to notice it as if he were actively looking for it. The scourge also discerns any special properties (magical or otherwise) possessed by the portal.
  Skills: Scourges receive a +4 racial bonus to Listen and Spot checks. Furthermore, the skin of a scourge changes color, allowing it to blend in with surroundings like a chameleon and conferring a +8 racial bonus to Hide checks.

DEMON WORM (Lesser Demon)
Large Outsider (Chaotic, Evil)
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 20 ft.
AC: 18 (+9 natural, -1 size)
Attacks: Bite +12 melee
Damage: Bite 2d6+4
Face/Reach: 5 ft. x 10 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 18, demon qualities, mucus, regeneration 2
Abilities: Str 19, Dex 10, Con 18, Int 4, Wis 6, Cha 2
Saves: Fort +10, Ref +6, Will +4
Skills: Hide +8, Listen +7, Move Silently +8, Search +7, Spot +7
Feats: Cleave, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 10-13 HD (Medium-size)

Demon worms are rather common denizens who often infest dungeons or caverns and devour the feces of subterranean organisms. Demon worms average one foot in length for each of their HD (up to 13 feet), appearing as large worms with soft, moist bodies (colors vary) which exude a horrible stench. At the frontal portion of their bodies are horrific mouths filled with long teeth. Furthermore, a multitude of small eyes and mouths covers their bodies (although these have very limited sensory capacity).

Combat
Demon worms are rather dull-minded creatures whose only mode of attack is a singular bite. For defensive purposes, demon worms can vomit forth a mucus-like substance which will fend off potential attackers. Being large and immobile, they are at a disadvantage against nearly all attackers.
  Mucus (Su): Once per day, a demon worm can release horrible smelling mucus from each of its mouths, creating a saliva pool within 5 feet of its body. The stench is terrible, and can be smelled out to 100 feet. Any creature in this area must make a Fortitude save (DC 18), or be unable to remain in the area without suffering a –2 penalty to all attack rolls. Furthermore, those affected by the smell have an increased 10% chance of spell failure. The stench lasts for 2d4+2 minutes.
  Regeneration (Ex): Demon worms take normal damage from holy or blessed weapons of +1 or greater enchantment.
 
DEMON LOCUST (Lesser Demon)
Large Outsider (Chaotic, Evil)
Hit Dice: 10d8+40 (85 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft., fly 60 ft. (good)
AC: 20 (+3 Dex, +8 natural, -1 size)
Attacks: 4 claws +13 melee and bite +11 melee and sting +11 melee
Damage: Claw 1d6+4 and bite 1d6+2 and sting 1d4+2
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/+1, SR 18, demon qualities
Abilities: Str 19, Dex 16, Con 19, Int 6, Wis 6, Cha 2
Saves: Fort +11, Ref +10, Will +5
Skills: Escape Artist +10, Hide +10, Intimidate +6, Listen +10, Move Silently +9, Search +4, Sense Motive +4, Spot +10
Feats: Flyby Attack, Multiattack
Climate/Terrain: Any land or underground
Organization: Solitary, gang (2-3), or squad (5-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 11-14 HD (Medium-size)

Demon locusts are the largest and physically most powerful of the lesser demons. On their home plane these creatures primarily serve as aerial support for the demonic hordes who wage incessant battle against the forces of good. In small numbers they are sometimes sent forth to destroy individuals and creatures who inadvertently or deliberately make their way into the infernal regions.
  Demon locusts resemble giant, winged insects, about 10 feet in length, with horrible, human-like faces. Their bodies are covered by a hard, chitinous shell which ranges in color from dull yellow to green. Each of their six legs is covered with rows of sharp spines and bards. They have long scorpion-like tails tipped with a stinger which carries a fatal venom. They rarely speak, although they are capable of communication.
  Demon locusts appear in The Bestiary (page 68), authored by Stephen Michael Sechi and J. Andrew Keith.

Combat
In combat, demon locusts are extremely fierce antagonists. Their clawed forelegs are capable of tearing through leather armor with ease. The bite of a demon locust is highly toxic, and exudes and acid-like venom. Demon locusts are powerful flyers, and carry off human-sized prey without difficulty. When airborne, their membranous wings make a particularly horrid buzzing sound which can be heard up to a distance of one thousand feet. They prefer to attack while hovering, but will land in order to devour slain or fallen opponents.
  Acid (Ex): Demon locusts produce an acidic substance in their mouths. Unless the creature is immune to acid, a successful bite attack by a demon locust will inflict an extra 1d6 points of acid damage.
  Poison (Ex): Sting, Fortitude save (DC 19); initial damage 1d4 temporary Constitution, secondary damage 2d4 temporary Constitution.
  Skills: Demon locusts receive a +4 racial bonus to Listen and Spot checks.

INCUBUS & SUCCUBUS
Medium Outsider (Evil)
Hit Dice: 8d8+40 (76 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 20 (+4 Dex, +6 natural)
Attacks: 2 claws +13 melee
Damage: Claw 1d3+5
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities, charm gaze, strangle
Special Qualities: Damage reduction 10/+1, SR 12, alternate form, demon qualities
Abilities: Str 20, Dex 19, Con 20, Int 19, Wis 15, Cha 20
Saves: Fort +11, Ref +10, Will +8
Skills: Bluff +10, Concentration +12, Diplomacy +10, Disguise +10*, Hide +10, Intimidate +10, Listen +18, Knowledge (any one) +10, Move Silently +10, Search +12, Scry +12, Sense Motive +12, Spellcraft +10, Spot +18
Feats: Combat Casting, Mobility
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always evil (usually lawful)
Advancement Range: 9-16 HD (Medium-size)

Incubi and succubi are advisors and consorts to the arch demons, and are often sent into the Prime Material Plane to gather information or perform various sinister tasks. Incubi often breed with humanoids, thus producing offspring known as “cambions”. Because an incubus or succubus can alternate their forms at will, these demons are particularly well suited for such covert activities. 
  In their true forms, incubi and succubi average 7 feet in height and usually weigh around 300 pounds. Their hands and feet are clawed. Small curved horns grow from their heads and elbows, and their eyes burn with infernal light. 

Combat
Incubi and succubi prefer to fight using their magical abilities first, setting enemies against each other, and then attempt to grab their opponents and strangle them. While disguised using their alternate form ability, incubi and succubi will often revert to their true demonic forms if angered or attacked in any way.
  Strangle (Ex): An incubus or succubus can attempt to strangle an opponent in lieu of its normal attacks. The demon must attempt a grapple check, provoking an attack of opportunity in the process (see Grapple, page 137 in the Player’s Handbook). The demon’s attack is at –4, but the damage dealt by strangulation is 3d8+2 points of damage per round. If the demon wishes to do subdual damage, it doesn’t suffer the penalty.
  Charm Gaze (Su): Incubi and succubi can charm creatures with their gaze, as per the charm monster spell. Creatures are allowed a Will save (DC of 18) to resist.
  Alternate Form (Su): Incubi and succubi can shapechange into any humanoid form of Diminutive to Large size as a standard action. This ability is similar to the polymorph self spell.
  *While using this ability, an incubus or succubus gains a +10 circumstance bonus to Disguise checks.
  See Invisibility (Su): Incubi and succubi continuously see invisibility as the spell cast by a 12th level sorcerer.
  Skills: Incubi and succubi receive a +8 racial bonus to Listen and Spot checks.

WINGED DEMON
Medium-size Outsider (Evil)
Hit Dice: 12d8+60 (114 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 90 ft. (perfect)
AC: 22 (+4 Dex, +8 natural)
Attacks: +3 scimitar, +20/+15/+10 melee
Damage: +3 scimitar 1d8+8
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon demon
Special Qualities: Damage reduction 20/+2, SR 22, demon qualities
Abilities: Str 20, Dex 19, Con 20, Int 19, Wis 14, Cha 10
Saves: Fort +13, Ref +12, Will +10
Skills: Bluff +8, Concentration +16, Diplomacy +10, Escape Artist +13, Hide +14, Intimidate +8, Listen +20, Knowledge (any one) +12, Move Silently +14, Search +20, Scry +16, Sense Motive +14, Spellcraft +14, Spot +20, Wilderness Lore +12
Feats: Flyby Attack, Improved Initiative, Track
Climate/Terrain: Any land or underground
Organization: Solitary, gang (2-4)
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items plus +3 scimitar
Alignment: Always evil (usually lawful)
Advancement Range: 13-24 HD (Medium-size)

The winged demons are the swift and terrible messengers of the demon princes. Though technically lower in rank than the greater demons, winged demons recognize no master save Mephistopheles and the particular arch demon whom they are entrusted to serve. Winged demons appear as 7 feet tall humanoids with horns, piercing eyes, and long pointed tails. They propel themselves through the air at great speed, using two sets of wings. Because of their appearance, they are occasionally mistaken for djinn by less than expert observers and novice spell casters.

Combat
Winged demons never become involved in combat except when commanded to do so by a demon lord or conjured by mortals. The only other exception is when their mission (usually to deliver a message or visit the will of a demon lord upon its mortal followers) is threatened.
  Dimension Travel (Sp): Winged demons can travel through the planes, as per the spell teleport without error, once per day.
  See Invisibility (Su): Winged demons continuously see invisibility as the spell cast by a 14th level sorcerer.
  Skills: Winged demons receive a +8 racial bonus to Listen, Search, and Spot checks.

DEMON SERPENT
Huge Outsider (Chaotic, Evil)
Hit Dice: 14d8+84 (147 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., swim 40 ft.
AC: 24 (+2 Dex, +14 natural, -2 size)
Attacks: Bite +20 melee
Damage: Bite 2d8+8
Face/Reach: 10 ft. x 20 ft./10 ft.
Special Attacks: Spell-like abilities, breath weapon
Special Qualities: Damage reduction 20/+2, SR 22, demon qualities
Abilities: Str 26, Dex 14, Con 22, Int 10, Wis 10, Cha 10
Saves: Fort +15, Ref +11, Will +9
Skills: Bluff +14, Hide +16, Intimidate +14, Listen +22, Move Silently +16, Search +14, Sense Motive +14, Spot +22
Feats: Cleave, Great Cleave, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 15-24 HD (Medium-size)

Demon serpents are horrifying denizens whose primary habitat are the infernal seas of Hell, where they thrive by devouring weaker aquatic demons such as the toad demons. Demon serpents are sometimes sent into the Prime Material by the demon prince Baal in order to wreak havoc on seafaring mortals. They can, however, survive in both land and water environments, although they are more common in the latter.
  Demon serpents appear as huge serpents with dark green scales, between which several tangled red tufts dangle. Their mouths are ringed with three rows of long teeth and their heads are covered in twisted horns. The eyes of a demon serpent are burning red, and their voices are deep and commanding.

Combat
Demon serpents will often attack their prey by lurking in the depths beneath and leaping upward in a surprise attack. They are most efficient in aquatic environments, where they can use their spell-like abilities to greater effect. 
  Spell-Like Abilities: At will–control water and fog cloud; 3/day–control winds; 1/day–control weather. These abilities are as the spells cast by a 12th level sorcerer (save DC 10 + spell’s level).
  Breath Weapon (Su): Once every 1d4 rounds, the demon serpent can bellow forth a cone of corrosive (acid) gas which fills a volume of 50 feet (12d6 damage). A Reflex save (DC 23) can be made for half damage.
  Skills: Demon serpents receive a +8 racial bonus to Listen and Spot checks.

GREATER DEMONS
The three types of greater demons (the “common” types, kalkydri and empusa) are demons of great power and status in the infernal regions. They despise anything weaker than themselves and fear stronger demons accordingly. Greater demons typically serve in the capacity of lieutenants, thanes, or bodyguards to the various demon lords. 

GREATER DEMON (Common)
Large Outsider (Evil)
Hit Dice: 16d8+96 (168 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 28 (+2 Dex, +17 natural, -1 size)
Attacks: By weapon +24/+19/+14 melee or 2 claws +24 melee and bite +19 melee and horns +19 melee
Damage: By weapon +6 or claws 2d8+6 and bite 1d6+3 and horns 2d4+3
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spell-like abilities, fear 
Special Qualities: Damage reduction 20/+2, SR 24, demon qualities
Abilities: Str 22, Dex 15, Con 22, Int 18, Wis 13, Cha 12
Saves: Fort +16, Ref +12, Will +11
Skills: Bluff +16, Concentration +20, Diplomacy +16, Hide +18, Intimidate +12, Listen +25, Knowledge (any one) +18, Move Silently +18, Search +20, Scry +12, Sense Motive +18, Spellcraft +18, Spot +25
Feats: Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Always evil (usually lawful)
Advancement Range: 17-32 HD (Large)

The common types of greater demons are typically large, muscular, and quite hideous in appearance, having large, 8 feet tall muscular bodies, long clawed hands and feet, horns, burning eyes, and mouths swelled with long, twisted teeth. 
  On their home planes, they are most often found in the service of a demon lord, being used to keep other, weaker demons in line. Unlike kalkydri and empusa, the common greater demons do not have any more than the usual demonic resentment of authority, and are fairly easy to keep in line, for they enjoy bullying and punishing their weaker charges. 

Combat
In melee, these demons rely on their great size and strength and will only occasionally use weapons of any kind, preferring instead to use their sharp fangs, claws, and horns. They have no fear of death, for they know if killed in combat (on any plane other than their home plane) they may be rewarded by being “reincarnated” as a kalkydri or empusa.
  Spell-Like Abilities: At will–grant a limited wish (to nondemons only) as the spell cast by a 16th level sorcerer.
  See Invisibility (Su): Common greater demons continuously see invisibility as the spell cast by a 16th level sorcerer.
  Skills: Common greater demons receive a +8 racial bonus to Listen and Spot checks.

KALKYDRI (Greater Demon)
Large Outsider (Chaotic, Evil)
Hit Dice: 16d8+96 (168 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 120 ft. (perfect) 
AC: 33 (+5 Dex, +19 natural, -1 size)
Attacks: 2 claws +22 melee and bite +19 melee and poison
Damage: 2 claws 2d8+7 and bite 1d6+3
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 20/+2, SR 26, demon qualities, dimension travel
Abilities: Str 24, Dex 20, Con 22, Int 19, Wis 13, Cha 13
Saves: Fort +16, Ref +15, Will +11
Skills: Bluff +16, Concentration +20, Diplomacy +16, Hide +18, Intimidate +12, Listen +25, Knowledge (any one) +18, Move Silently +18, Search +20, Scry +12, Sense Motive +18, Spellcraft +18, Spot +25
Feats: Cleave, Flyby Attack, Improved Initiative, Power Attack 
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement Range: 17-32 HD (Large)

The twelve winged kalkydri are an extremely violent race of demons, and are among the fastest flyers in all the planes of existence. Like the winged demons, they are capable of rapid travel through dimensions and planes. But, unlike the winged demons, the kalkydri are rarely used as messengers, being better qualified for assassinations and abductions. 
  Kalkydri appear as 8 feet tall demons, weighing over 400 pounds, with muscular bodies and clawed hands and feet. They fly using six pairs of large, black feathered wings.

Combat
Kalkydri will only occasionally employ weapons and prefer to attack with their claws and poisonous bite. They prefer to remain a flight and diving down to make claw attacks against enemies.
  Spell-Like Abilities: At will–grant a limited wish (to nondemons only) as the spell cast by a 16th level sorcerer.
  Dimension Travel (Sp): Kalkydri can travel through the planes, as per the spell teleport without error, once per day.
  Poison (Ex): Bite, Fortitude save (DC 23); victim is paralyzed for 5-20 minutes.
  See Invisibility (Su): Kalkydri continuously see invisibility as the spell cast by an 16th level sorcerer.
  Skills: Kalkydri receive a +8 racial bonus to Listen and Spot checks.

EMPUSA (Greater Demon)
Large Outsider (Chaotic, Evil)
Hit Dice: 18d8+96 (168 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (average)
AC: 31 (+4 Dex, +18 natural, -1 size)
Attacks: 2 claws +24 melee and 2 hoofs +21 melee and snakes +21 melee and poison
Damage: 2 claws 2d6+7 and 2 hoofs 1d8+3 and snakes 1d8+3
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spell-like abilities, petrifying gaze, poison
Special Qualities: Damage reduction 30/+3, SR 28, demon qualities
Abilities: Str 25, Dex 18, Con 22, Int 19, Wis 14, Cha 14
Saves: Fort +17, Ref +15, Will +13
Skills: Bluff +20, Concentration +24, Diplomacy +20, Hide +22, Intimidate +14, Knowledge (any one) +20, Listen +28, Move Silently +22, Search +22, Scry +14, Sense Motive +20, Spellcraft +22, Spot +28
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 16
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement Range: 19-36 HD (Large)

Empusa are powerful demons of terrifying aspect and vile temperament. On their home plane they often wreak havoc amongst the hordes of the lesser and minor demons, tearing and rending those who refuse to obey their commands. Though they dislike taking orders themselves, a demon lord occasionally forces an empusa into service. In this case, they will usually be employed as guards. Because empusa are rarely surprised, they are physically (if not temperamentally) well suited for such work, and are mercilessly efficient.
  Empusa appear as large demons, some 8 feet in height, weighing more than 400 pounds. They have muscular bodies covered in goat-like hairy growths, and they have hooves made out of brass. Their faces seem obscured by shadows, and they have snakes for hair with which they attack and poison enemies. Bat-like wings grow from their backs. The voice of an empusa sounds like several snake hisses overlapping.

Combat
In combat, an empusa will usually attack with its powerful claws first, occasionally kicking or trampling opponents with their dangerously sharp hooves. If hard-pressed they will focus their magical gaze upon the attackers. They always prefer direct confrontation to subterfuge and backstabbing.
  Spell-Like Abilities: At will–grant a limited wish (to nondemons only) as the spell cast by a 18th level sorcerer.
  Immunity (Ex): Empusa are immune to all gaze attacks.
  Petrifying Gaze (Su): Turn to stone permanently, 60 feet, Fortitude save (DC 20).
  Poison (Ex): Snakes, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. 
  See Invisibility (Su): Empusa continuously see invisibility as the spell cast by a 18th level sorcerer.
  Skills: Empusa receive a +8 racial bonus to Listen and Spot checks.