Standing just over three feet tall, this bestial humanoid wears filthy, tattered robes and has blue-gray skin decorated with strange, coiling stripes. Dark fur grows on its head and arms, and its feet end in burning hooves. Its eyes glow as red as the flaming sword it wields in one hand, and its breath fills the surrounding air with noxious gray smoke.
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
Speed 30 ft.
Str 17, Dex 16, Con 19, Int 12, Wis 12, Cha 15
A brimorak’s blood is boiling hot. It can cough out a hideous amount of this scorching fluid as a breath weapon, but the blood also serves the demon as a defensive ability. Any creature that damages a brimorak with a slashing or piercing melee weapon is sprayed by boiling blood, and takes 1d4 points of fire damage with each successful hit with such a weapon. Creatures using reach weapons are not subject to this damage.
A brimorak’s hooves burn with fire, leaving scorched hoofprints on wood, stone, and most every other solid surface, yet this supernatural fire does not set alight surfaces the demon treads upon. It does make it easier to track a brimorak, though—Survival checks made to track a brimorak gain a +8 circumstance bonus. Brimoraks use their air walk ability to throw creatures off their trail, or to leave their prints in strange places (like atop roofs) to spread fear and terror. Against a prone foe, a brimorak can make two hoof attacks rather than just one.
As a free action, a brimorak can infuse a wielded melee weapon (including a two-handed weapon, but not a second weapon held in the off-hand) with its fiery nature, allowing it to inflict an additional 1d6 points of fire damage with the weapon. This fire damage stacks with any additional fire damage that the weapon might also inflict. The weapon loses this ability if it leaves the demon’s grasp.
A brimorak’s breath manifests as clouds of foul-smelling smoke when it exhales. This breath surrounds the brimorak out to a radius of 5 feet—while the smoke isn’t thick enough to obscure vision or choke foes, it is enough to sicken breathing foes who are not immune to poison. A DC 17 Fortitude save grants immunity to a particular brimorak’s breath for 24 hours. The save DC is Constitution-based.