ArmaniteCR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Armanites are demonic heavy cavalry. They live in packs led by leaders called knechts, plus they have their own cities. Seemingly socially organized, they still are known abandon their tasks in favor of extreme bloodlust. Give them the opportunity to charge into battle and they might submit to being bound.
Advantages: A powerful charge attack with lessened penalties, decent melee presence, and automatic Shocking Burst on arrows fired from their bows. Decent durability. Not a bad deal.
Disadvantages: Once they've charged, they're a little unimpressive in melee for their level. No abilities outside of straight melee.
Notable SLAs: Airwalk for an hour/day.
Final Evaluation: Fairly run of the mill. Decent in melee (but only decent) and not much else. While I like the charge, the Bulezau later on in the same book are much better at it for just a single SM level.
Bar-lguraCR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Overlord
Fluff: Looking like gigantic fiendish orangutans, Bar-lgura are demonic scouts and skirmishers. They are rather odd - though they still craft grim totems and fetishes and despise most other beings, they don't take nearly as much pleasure in torment and suffering as other demons. In fact, they consider other demons a nuisance and despise working with them. Could be twisted to your advantage.
Advantages: Quite mobile, with good SLAs and a decent attack schedule. While summoning them won't let you take advantage of it (you'd have to use Lesser Planar Binding), their Abduction ability is basically an at-will teleportation taxi service, two party members at a time. Pounce, too!
Disadvantages: Melee damage does leave something to be desired at this level, though they are better than the Bearded Devil at SM V. They pale in comparison to the fiendish giant crocodile, unfortunately.
Notable SLAs: Telekinesis, Dispel Magic, and Cause Fear at will, plus Major Image, Invisibility, and Disguise Self 2/day.
Final Evaluation: I like Bar-lgura quite a bit. They are a bit like the jacks-of-all-trades of the demonic realms. They can be sneaky, tactical, brutish, or a mobile assault platform with telekinetic ammunition. The lowest level Overlord. They're not always your best choice, but they're always a good choice. A great choice for a LPB.
BroodswarmCR: 6
HD: 8
How to get it: None by RAW, likely SM VI
Role: Minion/Manipulator
Fluff: Broodswarms are deathly loyal swarms formed by night hags in an agonizing ritual. They exist only to seek out potential souls for the night hag to transform into larva. They attack good souls almost exclusively. You can summon or bind one, but you'll likely incur the wrath of its night hag mother.
Advantages: Swarm traits can be handy. Their Daze and Stitching (Stitching has no save!) abilities, in combination with the Distraction swarm trait, make them potent disablers. A blind, mute, helpless, dazed enemy is a good enemy. A swarm with Evasion is a very good combination, too.
Disadvantages: If an area effect hits 'em, kiss 'em goodbye. Their damage is very low. Stitching offers a fairly easy Strength check to break out, though each attempt does damage.
Notable SLAs: None.
Final Evaluation: A niche pick, particularly when you want to disable and/or capture foes rather than killing them. Not all that effective for its level, unfortunately.
BulezauCR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Goat-headed shock troops and formation assault squads of the Abyss. They are difficult to control and fly into berserk rages. Bulezau only obey orders under the threat of death from a more powerful overlord - otherwise they fall into immediate chaos and frenzied battle. Impress them with your power and they'll fall in line.
Advantages: Melee monsters. Their ranseurs are very damaging with 20' reach, and even their charge pales in comparison to it. That said, the charge is still quite good. A good complement of SLAs.
Disadvantages: Their SLA save DCs are pitifully low. Their BAB could use a boost, too. Their AC makes me sad, but you
want them to get hit.
Notable SLAs: Solid Fog and Telekinesis at will, Fear 3/day and Shout 1/day.
Final Evaluation: I'm a reserved fan. A decent source of damage in melee, but the Vrock is still a more consistent choice at this level with its better attack bonus and other abilities. Of course, the Bulezau's Sense Motive is nonexistent, so it's easier to trick. Solid Fog is, however, a good ability to have at will, so it's a toss-up.
ChasmeCR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Assassin/Caster
Fluff: Chasmes are abyssal torturers and slavemasters, thrilling in pain and suffering. They despise all other demons (and probably you too), but will temporarily ignore their predilections if offered the chance of torture or interrogate others.
Advantages: First off, they're swift and perfect flyers with Flyby Attack and attacks that cause bleeding wounds. They have a good full-attack schedule at an acceptable BAB. They have a vast array of useful SLAs.
Disadvantages: Their auras aren't all that helpful (who cares about sleep at level 15?) and they don't do a whole lot of damage with their attacks.
Notable SLAs: Contagion, Dispel Magic, Fly, Insect Plague (bind only), Ray of Enfeeblement, See Invisibility, and Telekinesis at will, plus Quickened Ray of Enfeeblement 3/day.
Final Evaluation: Hard to find a lot wrong with the Chasme. Sure, there are plenty of aerial skirmishers in the demonic catalogue, but none of them have the Chasme's magical abilities nor as much damaging potential. Great at SM VIII, decent at SM IX.
DybbukCR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Manipulator/Caster
Fluff: Creepy incorporeal loumara (a subtype of demon) that possess the dead for perverse, hedonistic purposes. They constantly are on the search for that perfect body, a fresh, attractive corpse whose death no one has yet noticed. Perhaps they will find such a corpse among your enemies?
Advantages: They can corpse-hop amongst the remains of your enemies, which has a lot of potential if you take down the strongest foe first, then let its possessed corpse turn on its former allies. It has an interesting Death Touch ability (though far too easy to resist), and it can impart a profane 24-hour bonus to mortals. Does 1d6 Con damage with its tentacles, healing itself at the same time.
Disadvantages: Possessing corpses is rather a niche skill, don't you think? If there's nothing dead to take, the Dybbuk's power is significantly lessened. By the time you can summon one, 1d6 Con damage isn't going to change the board much (though it's not
bad), and its SLAs are shut down cold by Mindblank.
Notable SLAs: Obscuring Mist at will, plus Fear, Phantasmal Killer, and Mind Fog 3/day.
Final Evaluation: An interesting bit of potential, I still find the Dybbuk too much a situational choice to rely on. I want summons that can kill things, not control things that are already dead.
EkolidCR: 4
HD: 5
How to get it: None by RAW, likely SM V
Role: Assassin
Fluff: Intelligent insectile abominations who reproduce by implanting their eggs into as many creatures as possible, Ekolids have little motivation beside reproduction. Those under the rule of Obox-Ob form vast hive-cities
made out of corpses. Man, Obyriths are creepy.
Advantages: Seven attacks per round! Their eggs do extra damage and nauseate their victims. They get to take an extra move action, and have a 60' average fly speed.
Disadvantages: Their aura can really mess up your party, causing a -1 on all skills and forcing casters to make a concentration check to cast even the simplest spells (though at DC 10, any half-way optimized caster should beat it). Somewhat fragile, and does poor damage. Awful grapple modifier.
Notable SLAs: None.
Final Evaluation: Eh, I think the risk outweighs the reward here. Still, they can do a good bit of damage to mooks with their incubation abilities. Pretty much a pass.
GoristroCR: 16
HD: 24
How to get it: Implore
Role: Brute
Fluff: Living seige engines, the bestial Goristros are nasty, brutish, and enormous. They live only to destroy and devour, and are too dumb to be enticed by wealth or power. All they want to do is hit things until they stop moving, and then eat them. Offer them that.
Advantages: A pair of accurate, powerful slam attacks. Loads of HP. Good DR and Fast Healing. They can mimic earthquakes by stomping. Their feats make them ideal for battering down citadels and walls, or just tossing aside mooks like bowling pins.
Disadvantages: Supposedly not easily controlled or directed in battle. Abysmal touch AC. A puzzlingly high Sense Motive skill.
Notable SLAs: Fear, Levitate, and Spider Climb at will.
Final Evaluation: Well, they're certainly good at beating the crap outta things, though I wish they had more attacks. Though they're titanic bruisers, the hoops you have to jump through to obtain one makes them not quite worth the trouble - if I'm going to use Implore for a dumb bruiser, I'd rather have the Ghargatula or a brutish Aspect. Still, there's no way to wade into battle more stylishly than
on a palanquin mounted on a Goristro's head.GuecubuCR: 4
HD: 4
How to get it: None by RAW, likely SM V
Role: Manipulator
Fluff: Disembodied abyssal spirits who believe that their serial murders form a pattern that will reveal the nature of the multiverse. Cruel and merciless, but somewhat weak.
Advantages: Incorporeal and naturally invisible, Guecubu make great scouts. They can also possess sleeping creatures and use Telekinesis while inhabiting another body, giving them as much possibility as you can imagine.
Disadvantages: No source of damage outside of Telekinesis. Fairly low HP. Unless you are careful when commanding it, it might decide to possess
you.
Notable SLAs: Telekinesis at will.
Final Evaluation: Supreme infiltrators, Guecubu are useful in a host of non-combat situations. They're just not that useful
in combat. Situational, but quite good in the right situation.
Laghathti (Web Enhancement)CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Ancient mind-wiping tentacle beasts, Laghathti love nothing more than stealing agonizing or tragic memories and implanting terrifying memories into unsuspecting minds. They're not very bright, preferring to pore over their collection of memories rather than think for themselves. If the villains you face have particularly tragic backstories, perhaps a Laghathti will consent simply for the chance to steal their remembrances.
Advantages: Seven attacks a round at a decent bonus, each one with the chance of bestowing a negative level. That's some mighty fine debuffing right there, plus it can pounce. Fast Healing, DR, and high HP make it a durable choice as well. Very good senses, too, with all-around vision and true seeing.
Disadvantages: Oof, 2d4 negative levels just by looking at the thing is a hefty mark against it. On land, they're a bit sluggish. A very limited selection of SLAs.
Notable SLAs: Modify Memory at will.
Final Evaluation: Like all Obyrith, the Laghathti poses a significant risk to you simply by summoning it. This one is potentially the worst offender of the bunch. Still, if you can get your hands on something that gives you immunity to negative levels (immunity to negative energy won't work, since the ability specifically says "These negative levels do not result from negative energy"), it's a very potent disabling grappler.
LilituCR: 12
HD: 14
How to get it: None by RAW, likely SM IX
Role: Caster
Fluff: The succubus MK II, a Lilitu specializes in the corruption of mortal churches and priests. They used to
be succubi, until a ritual which claims the life of an entire congregation burns their wings away and transforms them into the hideous mockeries they are now.
Advantages: They get to cast as a 9th level cleric, which is very handy. Great SLAs. A helpful poison on its tail sting (negative levels and WIS drain). It's not exceptional
in combat - but out of it, the interrogative powers are limitless. Automatic UMD success. They can also imbue a recipient with a profane +2 bonus to CHA and saves.
Disadvantages: Pitiful damage and a severe weakness to divine magic. Very easily dealt with by a cleric or druid who sees through her trickery. Extremely high CHA, so it's going to be a long and bumpy road to Planar Binding. That profane bonus she can impart lets her track you at all times, so beware retribution.
Notable SLAs: Charm Monster, Fly, Suggestion, Sending, and Disguise Self all at will, plus Dominate Person, Quickened Suggestion, and Symbol of Persuasion 1/day. Their cleric spells include beauties like Bestow Curse (helpful if you banned Necromancy), Confusion, Lesser Planar Binding, and Raise Dead.
Final Evaluation: With a host of spells and SLAs, Lilitu can really shore up your weaknesses in the casting department. I find them extremely useful when coercing a trapped creature into a contract - sting them for negative levels, curse them, and dominate them into agreement. Delightful.
ManeCR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Pathetic husks of mortal souls sent to the Abyss, Manes exist only to be tortured, ravaged, and abused. One of the only things that scares demons is the threat of being demoted and twisted into a Mane.
Advantages: They do have one extra attack on the Lemure. Plus, they explode in a caustic damaging mist, which can turn them into walking, dying, exploding flasks of acid.
Disadvantages: Just about everything - crappy HP, AC, and damage.
Notable SLAs: None.
Final Evaluation: A slightly better pick than the Lemure, it's still SM II. Don't expect much.
MolydeusCR: 19
HD: 19
How to get it: GPB
Role: Overlord
Fluff: The Molydeus is a lord among demons, usually seen to be on an equal standing with the Balor. Mostly, it spends its time seeking out renegade demons (technically aren't
all demons renegades?) and deserters and exact righteous punishment. Extremely feared by other demons for its ability to transform them into manes. It is an arrogant spellcaster who attempts to subdue a Molydeus, as they only suffer orders from the Lords of the Abyss. Tough, tough bind, and the Molydeus will likely turn on you in an instant.
Advantages: They do more damage than a Balor (though their attack bonus is slightly lower) and outstrip the other demon in terms of AC and Fast Healing. Fast Healing 30, by the way. Insane. They get to ignore most forms of damage reduction and have a devastating poison attack that even affects those who are immune to poison.
Disadvantages: Their SLA selections are underwhelming. With 28 CHA and the +31 Sense Motive, good luck binding them.
Notable SLAs: Baleful Polymorph, Vampiric Touch, Fear, and Suggestion at will; Dimensional Lock and Lightning Bolt 7/day, quickened Telekinesis 3/day, and Trap the Soul 1/day.
Final Evaluation: I like the Molydeus. Maybe not necessarily more than the Balor, but it's certainly comparable. Slightly better in melee, but slightly worse casting. Really, if you manage to bind either of them, you're golden.
Nabassu (juvenile, mature)
CR: 5, 15
HD: 5, 15
How to get it: None by RAW, likely SM V for juvenile; GPB for mature
Role: Assassin
Fluff: Nabassu are gargoyle-like demons with a noted predilection for undead creatures, graveyards, and negative energy. They grow by consuming mortals from the Prime, retreating back to the Abyss to form their own dominions once they've devoured enough. Mature nabassu are particularly greedy.
Advantages: The juvenile is a decent enough combatant, with 2d6 sneak attack damage and three attacks. It also has a level-draining gaze. The mature steps it up further, giving us a host of SLAs, 6d6 sneak attack damage, and regeneration. Both have the option of feeding, gaining bonuses and preventing the enemy from being easily raised.
Disadvantages: Their AC is a bit low and they rather annoyingly don't have Flyby Attack.
Notable SLAs: Obscuring Mist and Darkness at will for the juvenile; Enervation, Ethereal Jaunt, Greater Dispel Magic, Hold Monster, Obscuring Mist, Silence, and True Seeing at will, plus Energy Drain and Blasphemy 3/day for the mature.
Final Evaluation: I'm a little worried about that level-draining gaze, as it could potentially turn on you and yours. Overall though, whether summoned or bound, I find the Nabassu to be an interesting choice of assassin. They can rip things apart in melee and provide solid debuffs against the enemies they can't touch.
RutterkinCR: 3
HD: 5
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Deformed foot soldiers and bestial brutes, Rutterkin understand very little but physical force and intimidation. They are savage and merciless towards anything they perceive as weaker.
Advantages: Sadly, not a ton to love here. They're much weaker than the fiendish dire wolves of the same level. The only point in their favor is their automatic grappling reach weapons, but even those aren't much to get excited about. I suppose they're also reasonably durable.
Disadvantages: Low attack, low damage, and a low grapple modifier make Rutterkins bad at their primary function.
Notable SLAs: Cause Fear at will (though the Dretch is a level lower and casts a better version).
Final Evaluation: Bad SLAs, no abilities, and a poor showing in melee, which is really the only thing they can do. Don't linger here. Pass.
SibriexCR: 15
HD: 15
How to get it: GPB
Role: Manipulator/Caster
Fluff: These gigantic ugly floating heads (god, the stuff of nightmares) are the living, sentient spawning pools of the Obyrith, fleshcrafters and insane twisted biologists. They are quite vain and desire complements of guards to protect and fawn over them. They are highly intelligent and domineering.
Advantages: Well, they can create and attach fiendish grafts for free! In case you wanted them. They have a decent host of enchantment-based SLAs, and they can cover enemies in acidic bile.
Disadvantages: Crappy speed and pathetic dexterity, plus they drive everyone around them insane. Fortunately, it's not as damaging of an insanity as other Obyrith, but it's still a bad idea. 25 CHA makes it hard to bind.
Notable SLAs: Hold Monster, Charm Monster, Major Creation all at will, plus Feeblemind 3/day.
Final Evaluation: I don't personally like them, as they are too given to scheming and betrayal, especially when their aura of insanity cripples your saves against their charms. Still, free grafts might appeal to some, and it can hold its own in combat.
YochlolCR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: These are the handmaidens of Lolth, her chosen attendants. They are unparalleled tricksters and shapeshifters. They're favored daughters of their goddess, and they know it - they're disdainful and cruel towards all others, demons included. Summoning and binding them may rub Lolth the wrong way - bad idea.
Advantages: Four distinct forms that offer all sorts of advantages in infiltration. They can turn into a Stinking Cloud, a beautiful female humanoid, a spider (with Con damaging poison), or their natural jelly form. Eight attacks a round, plus a nice array of SLAs. CHA bonus to saves and AC, plus permanent Mind Blank.
Disadvantages: Pathetic damage with their tendrils. Low AC. The aforementioned "Favored of Lolth" thing.
Notable SLAs: Dominate Person, Stone Shape, Web, and Spider Climb at will.
Final Evaluation: I like them for their potential in disguise, infiltration, and information-gathering, but step carefully around your DM with them - he may decide to bring the Lolth-hammer down on you.