Wrath Riot

Level 16
Creature· chaoticRareGargantuanLegacy
AC
39
HP
300
Speed
25 ft.
Perception
+28
Fort
+30
Ref
+27
Will
+26
Resistances electricity 15
Weaknesses area-damage 20, cold-iron 15, holy 15, splash-damage 15
Languages chthonian, draconic, empyrean
Senses darkvision
Skills intimidation +30, acrobatics +29
Other Speeds fly 35 ft.
Recall Knowledge DC 40 (religion)

Abilities

Telepathy 100 feetinteraction
Form Upinteraction
+1 Status to All Saves vs. Magic
Frightful Presence

30 feet. DC 34 will


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

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 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 ac

Troop Defenses
Beaks, Claws, and Talons

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,1d6 spirit]

2 Damage (2d12+14)[slashing,1d6 spirit]

3 Damage (3d12+14)[slashing,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 area 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.

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 crowd the Abyss, many of which have yet to be categorized by mortal scholars. In the Abyss, might very much makes right, and so despite their chaotic nature, weaker demons often gather together to enjoy safety in numbers.

Throng Abilities

Demon throngs are troops, as defined in Pathfinder Bestiary 3. They have the Troop Defenses, Troop Movement, and Form-Up abilities. They also have the demonic tide ability, which allows them to occupy the same space as other creatures, which is unusual for troops, and Serenity Vulnerability—a result of the troop's demonic nature.

Other Throngs

Wrath riots form because vrocks have an intrinsic quality of cooperation in their dance of ruin, but other types of demons might form into throngs as well. The more notorious forms of demon throngs found in the various tales and historical records include demonic press gangs of babaus, who abduct hapless victims to serve on nightmarish ships, and firestorms of brimoraks, who caper and swoop above eldritch volcanoes.