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Impulsive and irrepressible, Demons do as they please with no regard for the opinion of others. The Demon is the epitome of rage; a little push is all that is needed to break their self-control and turn them into a force to be feared—by enemies and friends alike. It is up to the Demon to decide whether to allow the inner beast to take control, or to fight it, chain it, force it into obedience.
Other Pathfinder Wrath of the Righteous Guides:
- Unique Items List
- Cheats (Trainer and Mod)
- Secret Ending
- Romance Guide
- All Spells
- Mythic Abilities, Spells and Feats
- All Pathfinder WotR Guides
Demon Mythic Path Guide
How to Unlock: In Shield Maze, near the exit where the cultists and kidnapped mongrels are. You can contact the energy again when you lead the crusade army into the world wound for the first time.
Special interaction with Nocticula, including potential Romance.
Demon Features: Demonic Aspect, Summon Demons.
Demon Mythic Spells
Name | Effects | Level |
Blood Haze | You make your blood boil, making you faster and more ferocious. For 1 round per two caster levels, you gain the effects of the Haste spell. Additionally, every time you reduce a creature below zero HP, you prolong the effect. If the killed creature had more HD than your caster level, the duration is increased by 3 rounds. Otherwise, it is increased by 1 round. | 2 |
Consume Fear | You make the target appear more intimidating, while making it possible to feed on fear. The target gains a bonus on Persuasion checks made to intimidate equal to your caster level. Every round the target is healed for 1 hp for every shaken or frightened enemy in 30 feet radius.When the spell is cast, every enemy in 10 feet around the target must make a Will saving throw or be frightened for 1d4 rounds. | 2 |
Demonic Form I | This spell allows you to polymorph into a form of a babau, brimorak or schir for 1 minute per caster level. | 2 |
Flames of the Abyss | You conjure abyssal energies to empower your attacks. The next two attacks, plus one additional attack per 5 caster levels above 7 (one at CL 12, two at CL 17) deal additional 1d6 unholy damage per 2 caster levels. Alternatively, you can use on of the charges to make a range touch attack as a standard action, dealing the same amount of damage. | 2 |
Channel Rage | You can only use this spell while in Demonic Rage. As a standard action, you grant the target effects of Demonic Rage for 1 round per caster level. | 3 |
Demonic Form II | This spell allows you to polymorph into a form of a derakni, kalavakus or nabasu for 1 minute per caster level. | 3 |
Morbid Restoration | The target is healed for 2d8 plus caster level plus additional 1d8 hit points for every dead creature in 30 feet radius. | 3 |
Profane Hymn | Every enemy in 40 feet radius receives a -2 penalty on attack and damage rolls, caster level checks to overcome spell resistance, concentration checks, and all saving throws. | 3 |
Telekinetic Strike | You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength. | 3 |
Abyssal Chains | This spell creates abyssal chains that begin that damage and bind your enemies.\nThe chains deal 1d8 points of bludgeoning damage per caster level to the primary target, and entangle it for the number of rounds equal to caster level. After they strike, the chains continue their way to a number of secondary targets equal to your caster level. The secondary chains each strike one target and deal as much damage as the primary one and entangle the targets.\nEach target can attempt a Reflex saving throw for half damage and to ignore the entangling effect. Secondary targets must be within 30 feet of the primary target, and no target can be struck more than once. | 4 |
Abyssal Skin | You gain resistance to blows, cuts, stabs, and slashes. The caster gains DR 10/cold iron and good. It ignores the first 10 points of damage each time it takes damage from a weapon. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged. | 4 |
Channel Rage Communal | You can only use this spell while in Demonic Rage. As a standard action, you grant the effects of Demonic Rage to all allies in 30 feet range for 1 round per caster level. | 4 |
Demonic Form III | This spell allows you to polymorph into a form of a glabrezu, vrock or nalfeshnee for 1 minute per caster level. | 4 |
Teleport | As a move action, you teleport to any point up to long distance. | 4 |
Infectious Rage | All enemies in 30 feet radius make a Will saving throw. If it fails, they become enraged, gaining bonuses as from your Demonic Rage, but they also attack the nearest target. The duration is 1 round per caster level, but affected enemies can make a saving throw each round to end the effect. | 4 |
Abyssal Storm | You create a devastating storm of abyssal energies, which deals 1d6 electricity and 1d6 unholy damage per caster level to every creature in 40 feet radius around you. | 5 |
Demonic Form IV | This spell allows you to polymorph into a form of a balor, vavakia, gallu or marilith for 1 minute per caster level. | 5 |
Devour | Whenever you hit the target with a melee touch attack, it makes a Fortitude saving throw. If it is successful, the target suffers 1d6 damage per caster level. If the saving throw failed, the damage is increased to 3d6 damage per caster level. If the damage kills the target, you regain 10 hit points per caster level. | 5 |
Lifebane | Target’s main weapon becomes +5 Living Bane weapon for one round per level as a swift action. | 5 |
Telekinetic Burst | This spell acts as Telekinetic Strike, but affects all enemies in 30 feet radius around the caster.\nTelekinetic Strike: You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength. | 5 |
Demon Progression
Level | Abilities |
3 | Summon Vrock, Mythic Ability, Demonic Claws, Demonic Rage, Demonic Charge |
4 | Mythic Feat, Summon Gibrileth, Demonic Aspect |
5 | Mythic Ability, Demonic Aspect, Summon Oolioddroo |
6 | Mythic Feat, Demonic Aspect, Summon Painajai |
7 | Mythic Ability, Demonic Aspect, Summon Lilitu, Major Demonic Aspect, Major Demonic Aspect, Demonic Charge |
8 | Mythic Feat, Demonic Aspect, Summon Vrolikai |
9 | Mythic Ability, Demonic Aspect, Summon Balor, Major Demonic Aspect |
10 | Mythic Feat, Demonic Aspect, Demon Lord Aspect, Demon Lord Aspect |
Demon Abilities
Demonic Claws
The demon can grow claws at will, gaining two claw attacks. These attacks are considered primary attacks and are made at the demon’s full base attack bonus. The claws deal 1d8 points of slashing damage (1d6 if Small) plus the demon’s Strength modifier. If one of the claws is used in concert with a weapon held in the other hand, the claw attack is made at the demon’s full base attack bonus –5 and deals 1d8 damage plus half the demon’s Strength modifier.
Demonic Rage
The power of the Abyss courses through the Demon waiting to be unleashed. The Demon can enter a demonic rage as a free action. The demonic rage lasts until the end of combat. While in demonic rage, the Demon gains +2 bonus on attack rolls, damage rolls, caster level checks and reflex checks. The DC for all saving throws against Demon’s spells and abilities are increased by 2. These benefits increase by 1 at 6th and 9th mythic ranks.
Demonic Aspect
Starting at the 2nd level and every level thereafter, Demon gains a Demonic Aspect. These aspects use other Demons as inspiration and allow the Demon to focus the rage more effectively.
Demonic Charge
As a move action, you can teleport to the target enemy, dealing 2d6 unholy damage per mythic tier in 10 feet radius around you at the beginning of the teleport and at the end. An enemy can only be damaged by this ability once per round.
Major Demonic Aspect
At the 5th level and at 7th level, Demon gains a major Demonic Aspect. These aspects use more powerful demons as inspiration and allow the demon to focus the rage more effectively.
Demon Lord Aspect
At the 8th level, Demon gains a Demon Lord Aspect. These aspects use demon lords as inspiration and allow the demon to focus the rage more effectively.
Aspect of Balor
Demon adopts the aspect of Balor, gaining a bonus to Constitution score equal to half of the Demon’s mythic rank plus one. An aspect of Balor makes all allies in 50 feet radius assume Demonic rage with the Demon himself, but without the advantages of the demonic aspects.
Aspect of Coloxus
Demon adopts the aspect of Coloxus, gaining a bonus to Intelligence ability score equal to half of the Demon’s mythic rank plus one. The aspect of Coloxus allows the Demon to use abilities and cast spells as move actions during demonic rage.
Aspect of Omox
Demon adopts the aspect of Omox, gaining DR N/-where N is equal to half the Demon’s mythic rank plus one.
An aspect of Omox causes all attacks and abilities make their target grappled unless they pass a Reflex saving throw.
Aspect of Shadow Demon
Demon adopts the aspect of Shadow Demon, gaining a bonus to Wisdom score equal to half of the Demon’s mythic rank plus one.
An aspect of Shadow Demon makes the user incorporeal during demonic rage.
Aspect of Vavakia
Demon adopts the aspect of Vavakia, gaining a bonus to Strength score equal to half of the Demon’s mythic rank plus one. An aspect of Vavakia deals all enemies within 50 feet of the raging demon 1d6 unholy damage per point of bonus demonic rage gives the Demon to attack and damage rolls.
Aspect of Vrolikai
Demon adopts the aspect of Vrolikai, gaining Fast Healing equal to half of the Demon’s mythic rank plus one.
The aspect of Vrolikai makes all demon’s melee attacks and spells apply one negative level on enemies who fail a Will saving throw (DC = 15 + twice the mythic rank).