Brimorak Demon
BRIMORAK CREATURE 5
[UNCOMMON] [MEDIUM] [DEMON] [FIEND] [FIRE]
This muscular, red-eyed, goat-headed demon carries a blazing weapon in one hand. Smoke pours from its nostrils, sparks leap from its hooves, and its blood burns like spilled forge oil. Brimoraks delight in fire, destruction, and turning inhabited places into smoking ruins.
Perception +13; darkvision
Languages Abyssal, Celestial, Draconic, Ignan; telepathy 100 feet
Skills Acrobatics +13, Athletics +14, Intimidation +13, Stealth +13, Warfare Lore +11
Str +5, Dex +4, Con +4, Int +1, Wis +2, Cha +3
AC 22
Fort +15, Ref +13, Will +11
HP 78
Immunities fire
Resistances acid 5, electricity 5, physical 5 (except cold iron)
Weaknesses cold 5
Speed 30 feet
Melee ◆ flaming blade +15 (magical), Damage 2d8+7 slashing plus 1d6 fire
Melee ◆ hoof +15, Damage 2d6+7 bludgeoning plus 1d6 fire
SPECIAL ABILITIES
Boiling Blood ↻ [fire]
Trigger A creature within 10 feet deals slashing or piercing damage to the brimorak.
Effect Burning blood sprays from the wound toward the triggering creature. The creature attempts a DC 21 Reflex save.
Critical Success The creature is unaffected.
Success The creature takes 1d6 fire damage.
Failure The creature takes 2d6 fire damage.
Critical Failure The creature takes 2d6 fire damage and 1d4 persistent fire damage.
Flaming Weapon
Any melee weapon wielded by a brimorak immediately ignites. The weapon deals an additional 1d6 fire damage. The flames vanish when the weapon leaves the brimorak's possession.
Burning Hooves
A brimorak's hooves leave smoking, scorched prints behind it. The squares through which it moves remain visibly burned for 10 minutes.
A creature Tracking the brimorak gains a +2 circumstance bonus to Survival checks unless the brimorak has taken special precautions to conceal the trail.
If the brimorak moves through dry, highly flammable vegetation, the GM may have unattended material begin burning.
Smoke Breath ◆◆ [fire] [poison]
Frequency once every 1d4 rounds
The brimorak exhales choking, superheated smoke in a 15-foot cone. Creatures in the area attempt a DC 22 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes 1d6 fire damage.
Failure The creature takes 2d6 fire damage and is sickened 1.
Critical Failure The creature takes 4d6 fire damage and is sickened 2.
A creature that succeeds at its save is temporarily immune to that brimorak's Smoke Breath sickness for 24 hours.
Burning Trample ◆◆
The brimorak Strides up to its Speed. During this movement, it can move through the spaces of creatures of its size or smaller.
Each creature whose space the brimorak enters attempts a DC 22 Reflex save.
Critical Success No damage.
Success Half damage.
Failure The creature takes 2d6+7 bludgeoning plus 1d6 fire damage.
Critical Failure Double damage and the creature falls prone.
DIVINE INNATE SPELLS
DC 21; spell attack +13
3rd dispel magic (1/day), fireball (1/day)
2nd heat metal (2/day)
Cantrips (3rd) ignition
RECALL KNOWLEDGE & INVESTIGATION
Recall Knowledge checks are normally made by the character attempting to identify the demon. Other characters can attempt their own checks if they also spend the appropriate action; outside combat, characters can Aid or investigate different aspects of the creature.
Recall Knowledge — Religion DC 22
Success The character identifies the creature as a brimorak, a fire-loving demon associated with arson and destruction. Reveal one useful fact: its immunity to fire, weakness to cold, boiling blood, smoke breath, or cold-iron vulnerability.
Critical Success Reveal two useful facts. The character also recalls that brimoraks often serve as incendiaries and destructive shock troops rather than subtle manipulators.
Failure The character recalls no useful information.
Critical Failure Provide plausible incorrect information, such as mistaking it for a devil or believing holy fire is particularly effective against it.
Identify the Burning Tracks — Survival DC 18
Success identifies the scorched prints as belonging to a hoofed fiend rather than an ordinary forest fire or burned animal trail.
On a critical success, the character can estimate the creature's direction of travel and roughly how recently it passed.
Study the Blood — Religion or Arcana DC 20
Success identifies the spilled blood as supernatural and intensely fire-aspected.
On a critical success, the character recognizes that the blood remains dangerously hot even after leaving the demon's body and anticipates its Boiling Blood reaction.
Examine Infernal Activity — Religion DC 20
A character encountering a brimorak within the Palakar can determine that the creature is not a normal inhabitant of the forest.
On a critical success, signs of planar instability around the creature suggest it crossed through a recently weakened planar boundary rather than arriving through ordinary summoning or long-distance travel.
TACTICS
A brimorak enjoys direct violence but uses fire intelligently. It often begins combat with fireball against distant clustered enemies before closing into melee.
Once surrounded, it uses Smoke Breath to sicken opponents and Burning Trample to break through the party's formation.
The brimorak deliberately exposes itself to melee attackers when doing so allows Boiling Blood to punish lightly armored opponents.
It prefers flammable battlefields and may deliberately ignite vegetation, structures, supplies, or escape routes when doing so creates additional chaos.
GM NOTES
Role: Front-line incendiary / area disruptor.
Creature Level: 5.
Adventure Use: Brimoraks are excellent early evidence that the weakening planar barriers beneath the Palakar are now allowing actual fiends to enter the forest. Unlike the infernalized blights, a brimorak is a true fiend and immediately raises the stakes of the investigation.
Story Clue: A brimorak encountered near a Golden Hand excavation may carry a branded gold token, contractual seal, or other sign showing that its appearance is connected to deliberate Mammonite activity rather than random planar instability.