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Demon, Schirs, the Spiteful Warriors of the Abyss

Schirs, the Spiteful Warriors of the Abyss
Create

The Schir is a towering, grotesque demon with a humanoid frame standing at over 7 feet tall, though often appearing shorter due to its stooping posture. Its head resembles that of a demonic goat, complete with sharp, twisted horns and a pair of glowing, malevolent eyes. Its hooves are cloven, and its body is covered in ragged, gray hide, with patches of exposed, sinewy muscle and bone. A crest of spiny fur runs from the crown of its head down its back to the nape of its neck, and its sharp claws gleam with the promise of violence.

The Schir’s most notable feature is the disease-ridden halberd it wields, constantly gnawed at by its fanged mouth to infect its victims with the Gray Pox.

Schirs are infamous for their spiteful and violent nature. Born from the souls of mortals who committed or reveled in petty, retributive acts, these demons are consumed by bitterness and anger. They are not particularly intelligent but are cunning in battle, using their environment to their advantage by jumping onto high vantage points to attack from above. Their chaotic, malicious behavior drives them to cause destruction wherever they go, and they enjoy seeing others suffer, especially if they can manipulate their surroundings to serve their interests. They are distrustful of anyone who hasn’t demonstrated superior strength and often challenge others to assert their dominance.

These demons inhabit the Abyss, a twisted and ever-shifting realm that mirrors their chaotic nature. While they are often found in the service of higher-ranking demons, Schirs are not ones to follow orders without first proving their superiority. If released onto the Material Plane, Schirs will quickly seek to establish themselves as leaders, typically infiltrating savage humanoid tribes like gnolls, where they replace existing leaders with an iron fist, asserting control through sheer violence and terror.

Schir’s modus operandi is straightforward: seek conflict, kill or dominate the weak, and create chaos. They prefer direct confrontations, charging into battle with their halberds and using their jumping ability to surprise enemies. When not engaged in combat, they frequently scheme, always searching for ways to elevate their own position and spread their malevolent influence. Their ultimate motivation is power — they crave control over others and will stop at nothing to make themselves feared and respected, even if it means betraying those they serve or massacring entire populations to do so.


  • Schir 5e
  • Schir Pathfinder
Schir 2
Create

Large Fiend (Demon), Chaotic Evil


Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., climb 30 ft.


STRDEXCONINTWISCHA
18 (+4)15 (+2)17 (+3)7 (-2)10 (+0)6 (-2)

Saving Throws Strength +7, Dexterity +5, Constitution +6
Skills Athletics +7, Perception +3, Stealth +5
Damage Resistances Acid, Cold, Fire
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 6 (2,300 XP)


TRAITS

Innate Spellcasting.
The Schir’s spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components:

  • At will: Detect Magic, Thaumaturgy
  • 3/day each: Expeditious Retreat, Protection from Good and Evil
  • 1/day each: Summon Lesser Demon (Summon 1d3 Schirs, 20% chance for one to be a stronger demon)

Legendary Resistance (3/Day).
If the Schir fails a saving throw, it can choose to succeed instead.


Nimble Jumper.
The Schir can jump up to 30 feet vertically or horizontally without a running start, and it does so with expert precision, using its surroundings (rocks, buildings, or debris) to launch itself into advantageous positions during combat.


Disease Infliction (Recharge 5-6).
Any creature struck by the Schir’s Halberd of Contagion (see below) must make a DC 15 Constitution saving throw or contract Gray Pox, a debilitating disease that weakens them over time. The disease causes the target to take 1d6 Strength damage every 24 hours, and once it accumulates 3d6 Strength damage, the target becomes paralyzed until they make two consecutive successful Constitution saving throws. The disease can be cured with a Greater Restoration spell.


ACTIONS

Multiattack.
The Schir makes two attacks: one with its Halberd of Contagion and one with its Gore Attack.

Halberd of Contagion.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 4) piercing damage plus 9 (2d8) poison damage.
Any creature struck by the halberd must succeed on a DC 15 Constitution saving throw or contract Gray Pox (see Disease Infliction).

Gore Attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 4) piercing damage.

Powerful Charge (Recharge 5-6).
If the Schir moves at least 20 feet straight toward a creature and then hits with its Gore Attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone and take an additional 13 (2d6 + 4) bludgeoning damage.

Fury of the Abyss (Recharge 6).
The Schir releases a wave of chaotic energy in a 20-foot radius around it. All creatures within this radius must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This is considered a magical fear effect.


REACTIONS

Demonic Dodge.
When a creature the Schir can see attacks it with an attack roll, the Schir can use its reaction to impose disadvantage on the attack roll, as it nimbly evades or parries the attack.


LEGENDARY ACTIONS

The Schir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Schir regains spent legendary actions at the start of its turn.

  • Gore Attack. The Schir makes a gore attack.
  • Demonic Leap (Costs 2 Actions). The Schir jumps up to 30 feet to an unoccupied space it can see. It gains advantage on its next attack roll until the end of its turn.
  • Bellow of the Abyss (Costs 3 Actions). The Schir lets out an earth-shaking roar, forcing all creatures within 30 feet to make a DC 15 Constitution saving throw or be stunned until the end of their next turn.

TACTICS

  • Savage Charge. The Schir often begins combat by charging at its enemies with its Gore Attack, knocking them prone and creating an opening for its Halberd of Contagion to spread disease. It uses its Powerful Charge ability to break through lines of defense and disorient opponents.
  • Positioning Advantage. The Schir is a strategic fighter and uses its Nimble Jumper trait to leap onto higher ground, rocks, or unstable terrain to gain advantage on its attacks or gain cover.
  • Terror and Fear. Once it is in a dominating position, the Schir uses Fury of the Abyss to frighten its enemies into retreat or disarray. It then picks off isolated targets with its halberd, ensuring they contract Gray Pox before moving on to the next target.
  • Escalation. When surrounded or outnumbered, the Schir can summon reinforcements with Summon Lesser Demon, adding more chaos to the battlefield. If combat turns against it, the Schir will use Demonic Dodge to evade incoming damage while continuing its assault.

ENVIRONMENT AND MOTIVATION

Schirs are particularly fond of fighting in ruined, chaotic environments. Their home is the Abyss, where they rise from the souls of those who committed violent, petty crimes in life. They are driven by a relentless need for domination and destruction. Once summoned to the Material Plane, a Schir seeks to establish itself as a fearsome leader, often infiltrating groups of savage humanoids like gnolls, goblins, or ogres, overthrowing weaker leaders, and pushing for constant conflict. They despise weakness and will quickly eliminate anyone who shows any sign of fear or vulnerability.

Schirs are fiercely territorial and enjoy spreading chaos. When they are not actively engaged in battle, they use their cunning to manipulate weaker beings and set them against each other, all while positioning themselves as the ultimate power.

Schir 1
Create

This goat-headed humanoid is covered in a mangy gray hide that only partly covers its gaunt but muscled frame.

Source: Pathfinder d20pfsrd.com

A schir resembles a tall, muscular humanoid with the head and hooves of a demonic goat. A ragged hide covers patches of a it’s body, usually around the forearms and lower legs, with a crestlike patch running down from the creature’s crown to the nape of its neck. Schir demons are 7 feet tall, though they usually stoop and so appear shorter, and weigh 300 pounds.

Also known as spite demons, schirs are among the most violent and vile-tempered inhabitants of the Abyss. They are formed from the souls of mortals who either committed or framed others for heinous crimes’ acts committed for the sole purpose of petty retribution. Despite such origins, schirs occupy one of the lowest orders in the demonic hierarchy, often serving as front-line infantry in demonic armies or as guards for minor demonic commanders.

Although not especially intelligent, schirs are cunning warriors and able sentries. Although they prefer to charge into combat, a schir’s natural jumping ability makes it a nimble enemy, capable of using its surroundings astutely. They will often jump on top of rocks, crumbling walls, or any other high place to hack with its disease-ridden halberd. For all of schirs’ capabilities, their spitefulness makes them distrustful of any creature that has not proven its greater power and strength numerous times.

A schir set loose upon the Material Plane quickly seeks to set itself up as a leader of its own army’ often, they seek out tribes of savage humanoids and attempt to replace the current leaders. They are particularly fond of infiltrating gnoll tribes.


Schir CR 4
XP 1,200

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +2; Senses Darkvision 60 ft., see invisibility; Perception +13
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dexterity, +7 natural)

hp 37 (5d10+10)

Fort +6, Ref +3, Will +3

DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15
OFFENSE
Speed 30 ft.

Melee mwk halberd +10 (1d10+4/x3 plus disease), gore +3 (1d6+2) or gore +8 (1d6+4)

Special Attacks powerful charge (gore, 3d6+4)

Spell-Like Abilities (CL 6th; concentration +4)  

Constant – see invisibility, tongues
 
3/day – arcane lock, expeditious retreat, protection from good

1/day – summon (level 2, 1d3 schirs 20%)
STATISTICS
Strength 17, Dexterity 14, Constitution 15, Intelligence 8, Wisdom 5, Charisma 6

Base Atk +5; CMB +8; CMD 20

Feats Iron Will, Power Attack, Weapon Focus (halberd)

Skills Acrobatics +10 (+18 jumping), Climb +11, Intimidate +6, Perception +13, Survival +2; Racial Modifiers +8 Acrobatics when jumping, +8 Perception

Languages Abyssal; telepathy 100 ft., tongues
SPECIAL ABILITIES
Disease (Ex)  

A schir gnaws constantly at the ends of its halberd. This infuses the blades with disease from the demon’s filthy spittle. Any creature struck by a schir’s halberd must succeed at a DC 15 Fortitude save or contract gray pox’ a frightening disease that causes weakness, gray splotches on the skin, and eventual catatonia. The save DC is Constitution-based.

Gray Pox: halberd – injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Strength damage; cure 2 consecutive saves.
ECOLOGY
Environment any (Abyss)

Organization solitary, pair, or pack (2-8)

Treasure standard (masterwork halberd, other treasure)

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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