PF 2e to 1e Conversion: Demon, Roru
My newest conversion comes from the Quest For The Frozen Flame Adventure Path, and more exactly from Lost Mammoth Valley. It's a rather straightforward creature, but the shapechanging ability gave me some trouble. I hope I got it right for what's essentially a low-medium CR creature, and I hope that someone more experienced than I am can spot and correct any mistake I've made. I've also changed a few things about the creature's lore, since I thought it'd make more sense.
With that said, here comes the Roru.
DEMON, RORU
Image © Paizo Publishing, accessed at Archives of Nethys here
This corpulent humanoid looks like a skinned human corpse, but its mouth is armed with wicked jaws, and it sports elk-like antlers on top of its head.
RORU CR 7
XP 3’200
CE Medium Outsider (chaotic, demon, evil, extraplanar, shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +15
Aura predatory (30 ft.)
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 94 (9d10+45)
Fort +11, Ref +10, Will +6
Damage Reduction 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Spell Resistance 18
Weakness rattled by disobedience
OFFENSE
Speed 40 ft.
Melee 2 claws +15 (1d8+6), bite +15 (1d10+6) or gore +15 (1d8+6 / x3)
Special Attacks incite ferocity
Spell-Like Abilities (CL 9th, concentration +11)
Constant – speak with animals
At will– animal trance (DC 14), charm animal (DC 13), greater teleport(self plus 50 lbs. of objects only), hold animal(DC 14), magic fang
3/day – dominate animal (DC 15), greater animal aspect, pack empathy
1/day – animal growth, summon (level 3, 1 roru, 1d3 swaithes or 1d4+1 dretches, 50%)
STATISTICS
Str 22, Dex 19, Con 21, Int 11, Wis 16, Cha 14
Base Atk +9; CMB +15; CMD 29
Feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy
Skills Acrobatics +8 (+12 jumping), Bluff +8, Climb +8, Escape Artist +6, Handle Animal +15, Intimidate +12, Knowledge (nature) +12, Knowledge (planes) +10, Perception +15, Sense Motive +12, Stealth +15, Survival +12
Languages Abyssal, Celestial, Draconic; speak with animals, telepathy 100 ft.
Special Qualities wear pelt
ECOLOGY
Environment any (Abyss)
Organization solitary, pair or hunting party (3-8)
Treasure standard
SPECIAL ABILITIES
Incite Ferocity (Su): As a standard action, a roru can influence an animal or a magical beast with an Intelligence score of 2 or less within the range of its predatory aura and cause it to enter a state of blind, uncontrollable rage. The victim must make a Will save (DC 16) or be affected as though by a rage spell and become confused (as the confusion spell) for as long as they remain in the roru’s predatory aura and for 1d4 rounds after they have left the aura. Alternatively, this effect ends when the roru originating it is slain or incapacitated. A creature that becomes confused by this effect never attacks the roru. If the affected creature was in the shaken condition as a result of the roru’s predatory aura, such condition ceases to have effect on the creature for as long as the effect of incite ferocity lasts.Thisis an emotion-based, mind-affecting effect. The save DC isCharisma-based.
Predatory Aura (Su): An animal that comes within 30 ft. of a roru must make a Will save (DC 16) or become shaken for as long as they remain in the roru’s predatory aura. This ability can also affect magical beasts with an Intelligence score of 2 or less, but such creatures receive a +4 circumstance bonus on their saving throw. This is an emotion-based, fear and mind-affecting effect. The save DC is Charisma-based.
Rattled by Disobedience (Ex): If a roru fails an Handle Animal check to handle or push an animal, or if an animal succeeds at their saving throw against the roru’s mind-affecting abilities (including its charm animal or dominate animal spell-like abilities) or is freed from such conditions via outside influence, the roru must make a Will save (DC 15) or become staggered with frustration until the end of its next turn. If the target was an animal companion, the DC for this saving throw becomes (10 + half the animal companion’s master level + the master’s Wisdom modifier).
Wear Pelt (Su): A roru can don the pelt of an adjacent dead animal of Small, Medium or Large size, transforming into a lookalike of it. For as long as the roru is wearing the pelt, it gains the benefits of a beast shape II spell, assuming the form of the animal the pelt was taken from. While a roru wears a pelt, half of the damage that the roru takes is instead dealt to the pelt (rounded down, after putting damage reduction and resistances into account). A pelt has hardness 2 and 15 hp. When a pelt reaches 0 hp, it is destroyed, and the roru immediately returns to its natural form.
Roru, also known as hunter demons, are savage and ruthless Abyssal huntsmen. These fiends arise from the chaotic evil souls of poachers and vainglorious hunters who killed members of endangered species for the glory of it. As demons, they haven’t lost their taste for hunting, though they are now willing and able to hunt down humans and other sentient beings, having lost whatever morals and sense of restraint they had in their previous lives.
A roru is a brutal yet patient hunter. Its favored tactic is to approach a lone animal and slaughter it in order to skin it and wear its pelt. A roru possesses the supernatural ability to assume the form of any animal whose pelt it is wearing, and makes use of this form to infiltrate animal packs and corrupt them from within. In this guise, they whip their newly acquired packmates into a frenzy, driving them to attack livestock and settlements they would ordinarily leave alone. As such attacks invariably cause retaliation, roru rarely find themselves wanting for sentient prey to slaughter, and are quick to abandon their guise and throw themselves in bloody battle when their pack is finally hunted down and killed. Some roru are even more audacious than that, operating in human settlements where they pose as mundane animals and wait for their chance to cause murder and mayhem.
A roru is tall for a Medium-sized creature, often reaching up to 7 feet and weighing about 300 pounds.











