CE Medium outsider (chaotic, demon, evil, extraplanar)
Init + 2; Senses darkvision 60 ft., see invisibility; Perception + 13
AC 19, touch 12, flat-footed 17 (+ 2 Dex, + 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
Speed 30 ft.
Melee mwk halberd + 10 (1d10 + 4/×3 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%)
Str 17, Dex 14, Con 15, Int 8, Wis 5, Cha 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
Environment any (Abyss)
Organization solitary, pair, or pack (2–8)
Treasure standard (masterwork halberd, other treasure)
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 Str damage; cure 2 consecutive saves.
A schir resembles a tall, muscular humanoid with the head and hooves of a demonic goat. A ragged hide covers patches of a schir’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. Schirs 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. A schir 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, schirs seek out tribes of savage humanoids and attempt to replace the current leaders. They are particularly fond of infiltrating gnoll tribes.