Wrath Riot
Creature 16 (rare) — demon, fiend, troop, unholy
Pre-Remaster content. May include legacy alignment.
Wrath demons are among the most well-known and feared of the Abyss's fiends, but sometimes a wrath demon becomes stunted in size as the result of too many failed rampages, a punishment inflicted by an angry demonic commander or simple ill fortune. These smaller wrath demons, not much larger than humans, are typically slaughtered quickly by their larger kin, but rarely a group of undersized vrocks can gather in numbers large enough to form a wrath riot. Demons are legion. Countless examples crow
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +28
Skills acrobatics +29, intimidation +30
Str
+8
Dex
+5
Con
+6
Int
+5
Wis
+6
Cha
+6
AC 39
Fort +30
Ref +27
Will +26
HP 300
Resistances electricity 15
Weaknesses area-damage 20, cold-iron 15, holy 15, splash-damage 15
Speed 25 feet, fly 35 feet
Abilities
Telepathy 100 feet (aura, magical) — Telepathy
Form Up — Form Up
+1 Status to All Saves vs. Magic —
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 34 Will
Frightful Presence
Serenity Vulnerability — A wrath riot thrives on mayhem, and when members of the throng find themselves facing moments of calm, however brief or temporary, the throng suffers. Whenever the wrath riot fails a saving throw against an affect that would normally Fascinate, Fatigue, Paralyze, Restrain, or Slow at least four creatures, the troop takes 3d6+10 mental damage.
Spores of Wrath (aura, disease, poison) — 5 feet. Non-demons that start their turn in the aura take 4d8 poison damage. Each creature damaged this way must succeed at a DC 34 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action).
Troop Defenses — Troop Defenses
Beaks, Claws, and Talons (unholy) — Frequency once per round
Effect The throng furiously tears at each enemy within its squares and within 5 feet (DC 37 Reflex save). Damage depends on the number of actions.
1 Damage 1d12+14 slashing plus 1d6 spirit{1d12+14 slashing plus 1d6 spirit}
2 Damage 2d12+14 slashing plus 1d6 spirit{2d12+14 slashing plus 1d6 spirit}
3 Damage 3d12+14 slashing plus 1d6 spirit{3d12+14 slashing plus 1d6 spirit}
Demonic Tide — A wrath riot is less organized and more vicious than most troops. They can move into other creatures' spaces, and other creatures can move into their spaces. Their spaces are difficult terrain to non-demon creatures. The first time during a turn that a creature hostile to the throng willingly moves into their space, that creature is subjected to the one-action version of Beaks, Claws, and Talons.
Festival of Ruin — Frequency once per round
Effect Each non-demon creature in the throng or within a 20-foot emanation from it takes damage based on the number of actions used (DC 37 Reflex save). Damage depends on the number of actions.
1 Damage 4d6 electricity
2 Damage 8d6 electricity
3 Damage 12d6 electricity
Troop Movement — Whenever the riot Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed.
Run Wrath Riot in the encounter builder — free, no install.
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