CREATURE 16
Perception +30; darkvision, scent (imprecise) 60 feet, true seeing
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Athletics +31, Deception +25, Intimidation +27, Medicine +28, Religion +30
Str +9 Dex +5 Con +7 Int +0 Wis +6 Cha +3
AC 39; Fort +32, Ref +26, Will +27; +1 status to all saves vs. magic
HP 350; Weaknesses cold iron 15, good 15
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.
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.
Tail Whip Trigger A creature within reach of the shemhazian's tail leaves a square during a move action it's using. Effect 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.
Speed 35 feet, climb 20 feet, fly 35 feet
Melee jaws (evil, magical, reach <20 feet>) +33, Damage 3d12+17 piercing plus 1d6 evil and enfeebling bite
Melee claw (agile, evil, magical, reach <20 feet>) +33, Damage 3d8+17 slashing plus 1d6 evil
Melee pincer (evil, magical, reach <20 feet>) +33, Damage 3d8+17 bludgeoning plus 1d6 evil and Improved Grab
Melee tail (evil, magical, reach <30 feet>) +33, Damage 3d6+17 slashing plus 1d6 evil
Divine Innate Spells DC 37; 8th divine decree (evil only); 5th dimension door, prying eye (×3); 4th clairvoyance (×3), dimension door (at will); 2nd invisibility (at will); Constant (7th) fly, true seeing
Divine Rituals DC 36; Abyssal pact
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).
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.
Bestiary, page 80.
Open Shemhazian in the interactive creatures list or browse all creatures starting with S.