Wrath Riot
Creature 16 (rare) — demon, fiend, troop, unholy
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALdemonfiend
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; darkvision
Languages chthonian, draconic, empyrean; telepathy 100 feet
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
+1 status to all saves vs. magic
HP 300 (Thresholds 200 (3 segments), 100 (2 segments))
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) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Form Up — The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.
+1 Status to All Saves vs. Magic —
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 34 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
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 — Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
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}
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
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.
WORKS WELL WITH
SniperLAND / AERIALThe troop's frontline area control creates safe distance for a sniper to operate freely.
MenderLAND / AERIALSustained healing offsets the troop's defensive vulnerabilities and keeps its formation intact.
FlankerLAND / AERIALEnemies trapped in difficult terrain by Demonic Tide cannot easily reposition away from a flanker.
PUNISHES
✖ clumping✖ melee proximity✖ low Will
Stacking another Crasher compounds the troop's area-damage weakness and creates front-line crowding.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Wrath Riot in the encounter builder — free, no install.
Open in PathfinderGM →