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Demon, Uridezu ‘Rat Demons’

Among the most wretched denizens of the Abyss, uridezus, commonly known as rat demons, are rodentlike fiends that serve as toadies to more powerful demons.

Demon, Uridezu 'Rat Demons'

Standing over six feet tall (though their skulking posture makes them seem shorter), uridezus resemble hairless humanoid rats. Their grotesque forms are riddled with leprosy. Rat demons can be mistaken for naked wererats on sight, but their palpable aura of wrongness belies their fiendish nature.

Uridezus are ill-tempered scavengers who scrape a living off of other demons’ leavings. They gladly become flunkies to stronger fiends, performing grunt work in exchange for a steady supply of food and, if possible, weaker victims to torment.

Rat demons are valuable servants because of their ability to travel between the Abyss and the Material Plane, where they may serve their masters as messengers or assassins. On the Material Plane, uridezus often set up their own lairs, caves or sewers filled with the bones of their victims. Uridezus enjoy the company of the undead, especially ghouls and ghasts, who share their morbid tastes.

Like mundane rats, rat demons are harbingers of disease. Victims of their vicious bites often recover from their paralysis only to discover weeks later that they have been infected with an especially virulent strain of leprosy. This malady can spread quickly; uridezus enjoy letting infected victims go and patiently watching as their communities wallow in disease.

URIDEZU (Rat Demon)

URIDEZU (Rat Demon)

Medium outsider (chaotic, demon, evil, extraplanar), CR 6

Armor Class 20 (natural armor) Hit Points 67 (9d8 + 27) Speed 40 ft.

17 (+3)17 (+3)15 (+2)8 (-1)14 (+2)14 (+2)

Saving Throws Fort +8, Ref +6, Will +8 Damage Resistances Acid 10, Cold 10, Fire 10 Damage Immunities Electricity, Poison Condition Immunities Disease Damage Reduction 5/cold iron or good Spell Resistance 17

Skills Acrobatics +9, Perception +4, Stealth +5, Survival +4 Senses Darkvision 60 ft., Scent Languages Abyssal, Celestial, Draconic; telepathy 100 ft. Challenge 6 (2,300 XP)


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus disease and paralysis.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus disease.
  • Tail Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage (nonlethal).
  • Paralysis. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1d4 rounds.

Spell-Like Abilities. The uridezu’s spellcasting ability is Charisma (spell save DC 14). The uridezu can innately cast the following spells:

  • At will: Darkness, Desecrate, Detect Good, Greater Teleport (self plus 50 lbs. of objects only)
  • 1/day: Summon (3rd level, 40% chance of summoning another uridezu), Unholy Blight (DC 14)
  • 1/week: Plane Shift

Rat Empathy. Normal and dire rats instinctively recognize an uridezu as their lord and master. It can use Diplomacy to alter such an animal’s attitude, gaining a +4 racial bonus on the check.

Disease (Ex): Leprosy. Bite or claw – injury; DC 14 Fortitude save, onset 2d4 weeks, frequency 1/week, effect 1d2 Charisma damage; cure 2 consecutive saves.

When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If the character fails, the DC to recover from the disease increases to 24.

Planar Travel (Sp). Once per week, the uridezu can shift to another plane of existence. This functions as the Plane Shift spell, requiring 1d4 rounds of uninterrupted concentration. The uridezu can only transport itself to the Material Plane or the Abyss.

Tactics The uridezu is a cunning and vicious opponent, using its spells and spell-like abilities to gain the upper hand in combat. It prefers to engage from a distance, utilizing its telepathy to communicate with allies and coordinate attacks. When forced into melee, it relies on its bite, claws, and tail whip to incapacitate and weaken foes.

Roleplaying Hooks

  1. The Curse of Leprosy: The players encounter a village plagued by an outbreak of leprosy, with rumors of an uridezu’s presence. They must find a cure for the disease while uncovering the demon’s lair and putting an end to its reign of terror.
  2. The Rat King’s Dominion: A rat infestation has taken hold in a city, with reports of unusually intelligent and aggressive rats led by an uridezu. The players are hired to eliminate the rat king and restore order to the streets.
  3. A Pact with Darkness: The uridezu offers the players a dangerous deal, promising them great power in exchange for their services. They must navigate the moral implications of allying with a demon while carrying out the uridezu’s sinister agenda.
  4. A Portal to the Abyss: The players stumble upon a mysterious portal leading to the Abyss, with the uridezu acting as a guardian. They must find a way to close the portal before it unleashes chaos and destruction upon the world.
  5. The Betrayer’s Redemption: A former ally of the uridezu seeks the players’ help in redeeming themselves and breaking free from the demon’s control. They must gather information, perform a daring rescue, and confront the uridezu in an epic battle to free their friend’s soul.
  6. The Demon’s Gambit: The uridezu approaches the players with an offer they can’t refuse—a chance to wield demonic power in exchange for completing a dangerous quest. They must decide whether to embrace the darkness or resist the uridezu’s temptations and find a way to banish it from the mortal realm.

Pathfinder Version Uridezu (Rat Demon)

 Uridezu (Rat Demon)

CR: 6
XP: 2,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
 +3; Senses: Darkvision 60 ft., scent; Perception +12

AC: 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp: 67 (9 HD)
Fort +8, Ref +6, Will +8
DR 5/cold iron or good; Immune: Electricity, poison; Resist: Acid 10, cold 10, fire 10; SR 17

Speed: 40 ft.
Melee: Bite +12 (1d8+3 plus disease and paralysis), 2 claws +12 (1d6+3 plus disease), tail whip +10 (1d4+1 nonlethal)
Space: 5 ft.; Reach: 5 ft. (10 ft. with tail whip)
Special Attacks: Paralysis (1d4 rounds, DC 16)
Spell-Like Abilities (CL 7th, concentration +9):
At will – Darknessdesecratedetect goodgreater teleport (self plus 50 lbs. of objects only)
1/day – Summon (level 3, 1 uridezu, 40%), unholy blight (DC 16)
1/week – Planar travel

Str 17, Dex 17, Con 15, Int 8, Wis 14, Cha 14
Base Atk: +9; CMB: +12 (+14 disarm or trip with tail whip); CMD: 27
Feats: Blind-Fight, Dodge, Mobility, Multiattack, Skill Focus (Stealth)
Skills: Acrobatics +15, Climb +15, Perception +14, Stealth +18, Survival +14
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ: Rat empathy

Environment: Any (The Abyss)
Organization: Solitary, pack (2-5), or troupe (2-5 plus 5-8 dire rats or rat swarms)
Treasure: Standard

Disease (Ex): Leprosy: Bite or claw – injury; save Fort DC 16, onset 2d4 weeks, frequency 1/week, effect 1d2 Cha damage; cure 2 consecutive saves.

When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction’s incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 24.

Planar Travel (Sp): Once per week, an uridezu can shift to another plane of existence. This functions as plane shift, except it requires 1d4 rounds of uninterrupted concentration and can only transport the uridezu to the Material Plane or the Abyss.

Rat Empathy (Ex): Normal and dire rats instinctively recognize an uridezu as their lord and master. It can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.

Tail Whip (Ex): An uridezu can wield its tail like a whip, generally to trip or disarm opponents. Its tail deals nonlethal damage, and deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. Its tail has a 10-foot reach; the uridezu can use it against foes anywhere within its reach (including adjacent foes). Using its tail provokes an attack of opportunity, just as if the uridezu had used a ranged weapon.
An uridezu gains a +2 racial bonus on disarm and trip attempts with its tail. (Even if it fails a trip or disarm attempt, the uridezu cannot lose its tail.)

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