I'm going to put my money where my mouth is, and write up, at least, the demon inspired invocs. I mentioned.
All saves are DC 10+1/2 char. level+[abi. mod]
Demonic Invocations
All demonic invocations give of the aura of chaotic and evil magic. Any attacks granted or altered by a demonic invocation overcome DR as if they were evil, chaotic, and cold iron. Non-instantaneous Invocations last until dispelled or dismissed unless otherwise specified.
Babau Skein Lesser, 4th.
As you activate this invocation, you're coated in a thin layer of red mucous. While this doesn't help you score with the ladies, at least the sane ones, it does help you greatly in combat both by making it hard to damage you, and by making it a bad idea. First, you gain +4 natural armour, or any natural armour you have, even from other invocations, is improved by +4. Second, any weapon that strikes you (whether it deals damage or not, so within 4 points of your AC) takes 1d4 acid damage as it slides over your disgusting coating. Unarmed and natural attacks are subject to this effect, but may negate with a reflex save. Grappling an opponent, and unarmed strikes also deal this 1d4 acid damage, and in these cases, the damage die type rises by one at each successive tier of invocations you gain access to, 1d6 with Greater, and 1d8 with Dark.
Babau's Cunning Least, 2nd
Once activated, as a swift action, your may make your next attack a sneak attack which deals +2d6 (with an additional 1d6/4 class levels) damage. Your attack must meet the same requirements as a rogue. This power applies to your next attack only, and is instantaneous.
Balor's Flames Greater, 6th
Once activated you and your weapons are wreathed in flame. Anyone who grapples you takes 1d6 fire damage/3 Class Levels each round they remain in contact. In addition, your weapons deal an additional 1d6 fire damage per 2 class levels. Your Eldritch blast does fire and vile damage while this invocation is active.
Final Strike of the Balor Dark, 8th
Once activated, this power will trigger the next time you would die in combat. At the moment your hit points fall below zero, a hellish flame fills the area around to a radius of 90 ft. This flame deals 1d6/3 class levels of damage which is both fiery and unholy to all enemies within this range (allies are unharmed). A creature must be immune to both fire and unholy damage to be immune to any damage from this invocation. Your body is transported to a safe layer of the abyss, where it will lie unmolested and gain fast healing 5 and regeneration 5 until you reach full hit points. Once you have recovered one quarter hit points you may seek a portal home (normal chances for finding a portal, save with the caveat that the first you find will automatically lead to your home plane, or plane of your choice). You lose the fast healing and regeneration from this invocation once you leave the layer.
Rending Blast Greater, 5th
Your Eldritch Blast may rip through armour as the claws of the bebilith. Your blast deals half it's damage to a target's armour. Alternatively, you may sheath your hands in it's baleful energy, and rip into an opponent's armour with your own glowing hands. In this case, all blast damage is dealt to their armour, and your attack is also treated as a claw attack (1d8), the damage of which is applied to the target, ignoring their armour. You may target natural armour as well as manufactured armour with this ability. This invocation can be activated as part of an attack action, but only a single attack may be made that round. It lasts for a number of rounds equal to (Abi) mod.
Visage of the Bebilith Lesser, 4th
Upon activating this invocation, four long, spindly legs sprout from your spine, two on either side, your hands extend and sprout cruel barbs, your skin toughens and tints purple, and your mouth twists to release a pair of venomous mandibles, dripping with poison in anticipation of meat. Your new spider legs grant you a climb speed of 20 ft, and allow you to rise to a height roughly twice as tall. Your wickedly twisted hands can deliver claw attacks which deal 1d8 damage. A chitinous hide gives a +4 natural armour bonus. Finally, the fangs protruding from your mouth gives you a 1d6 bite attack which also injects your target with bebilith venom (Injury, Fortitude DC as invocation, initial damage 1d6 Con, secondary damage 2d6 Con).
Dretch's Voice Least, 2nd
You gain telepathy out to 100 feet with all creatures that have a language. It's difficult to understand you, however, as your voice sounds like that which would come from a throat of ooze.
Call Meagre Horde Lesser, 4th
With a gesture and a snarl of the dark speech, you cajole and threaten a horde of dretches into serving you. They respond with 1d2 rounds, and you call a total of 1d10. This effect is a calling effect, and lasts until dispelled.
Tempt the Gluttonous Eyes 3rd, Lesser
You call on the power of a Glabrezu to tempt your target with visions of wealth or power. You place an illusion of wealth or image of your target obtaining great power and prestige within close range. Your target is allowed a will save, but should they fail, they will advance at their normal movement rate towards the illusion for a number of rounds equal to your [abi] mod+3 suffering the dazed condition. They will put up little fight, concentrating on movement, and only able to take a single action each round, preferring movement until they reach the illusion.
Grasp of the Glabrezu Greater, 6th
You sprout two powerful arms ending in great pincers like those of a hellish scorpion's. These pincers deal 2d8 damage, and you're considered to have a strength 4 higher than you actually do when employing them. They can be used for rough utilitarian tasks, such as lifting, but not fine manipulation. You also gain the attribute Improved Grab with these pincers.
Hezrou's Stench
You enter the fray and begin to sweat profusely. Your natural perspiration becomes a thick, foul smelling oil, granting you the Stench ability of a Hezrou: Any living creature (except other demons) within 10 feet must succeed on a Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Even once this power is dismissed or dispelled, the smell may linger in your clothing until washed out with blessed lye and scoured with an iron brush. While the stench lingers you take a -2 penalty on social interactions.
Marilith's Sixfold Endowment Greater, 7th
As you use this invocation, you are wracked with sudden pain as four arms push out from your ribs and your skeleton shifts to cope. At the end of the round, you stand with six, fully functional, arms, a slightly lengthened torso, and two additional chests. In addition to the pure utility, you gain the feat Multi-weapon Fighting, and may weild a weapon in as many as six hands (provided a long enough haft or handle) gaining an extra one-half strength to damage per hand.
Marilith's Sinuous Coils
You legs fuse together, ripping through any non-magical covering clothing (except for skirts and dresses and such), and lengthen, finally ending as a snakelike abdomen and tail. Your base land speed is now 40', and you gain the improved grab and constrict abilities of a marilith. As a further side effect, your hair lengthens roughly a foot and curls into ringlets.
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EDIT: alright, got some sleep.
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Nalfeshnee Smite Lesser, 3rd
When the warlock triggers the ability, rainbow-colored beams play around his body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Demons are immune to this effect.
Nalfeshnee Kawainess Least, 2nd
Upon activating this invocation, the warlock sprouts small feathered wings from their back which should in no way allow them to fly, but none-the-less do. The warlock may fly at 40 ft, but only for 6 seconds at a time, ending each turn landing, or gliding, and losing half their altitude. As a side effect, the warlock's nose turns ups slightly to resemble a pig's snout, and his teeth sprout two upwards pointing tusks.
Quasit's Inoffensive Disguise Least, 2nd
The warlock channels the energy of the lowly quasit and changes his form into a less conspicuous one. He takes the form of one of the following creatures: bat, small or medium monstrous centipede, toad or wolf.
Retrieval Lesser, 3rd
Upon activation of this invocation, you call up a horde of tiny creatures resembling a retriever demon in all but size. You task them with finding and bringing back to you a specific target, and they will then do their best to do so. You receive 20 creatures, each effectively a Tiny Retriever with 1/2d10 HD.
Mini-retrievers
Hit Dice: 1/2d10 (5 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 24 (+2 size, +7 Dex, +5 natural), touch 11, flat-footed 18
Base Attack/Grapple: +0/-10
Attack: Claw +7 melee (1d4) and eye ray +8 ranged touch
Full Attack: 4 claws +7 melee (1d4) and bite +7 melee (1d6) and eye ray +8 ranged touch
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Eye rays, find target, improved grab
Special Qualities: Construct traits, darkvision 60 ft., fast healing 5, low-light vision
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 7, Dex 25, Con Ø, Int Ø, Wis 11, Cha 1
Feats: Weapon Finesse
CR: 1
Alignment: Always CE
Eye Rays The eye rays of a mini-retriever deal 1d6 damage, and they cannot petrify.
The warlock takes on the seductive danger of the succubi. His kiss or embrace deals one negative level to it's target, and causes a suggestion effect, exactly as if he were a succubus. However, he may choose his suggestion. An unwilling target must first be grappled, which provokes an attack of opportunity. A target may make a fortitude save to resist the negative level and a will save to resist the suggestion.
Succubi's Social Slipping Lesser, 4th
The warlock makes use of the two most important succubi abilities, the abilities which allow them to slip through the hordes of humanity to zero in on their prey. The warlock may take the shape of any small or medium humanoid, as the ability Change Shape, and he may use the tongues ability. The warlock may return to their own form without dismissing the invocation.
(note: this is probably fairly unclear, but let me know)
Spore Blast Lesser, 4th
Your eldritch blast becomes a tightly compressed cloud of Vrock spores which bursts on impact with a target. The blast travels out to normal range, then releases it's spores in a 10 foot radius at which point the spores automatically deal 1d8 points of damage to all creatures in their radius. If the targets fail a Fort save, they then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water. Instantaneous. This eldritch essence invocation may be used only once every three rounds.
Duet of Ruin Lesser, 3rd
On your down time you take dance lessons down at the YMDA, or Young Mens Demonic Association, where they teach you how to dance like a vulture demon and cause others immense pain. You provoke an enemy into a dance with you lasting a number of rounds equal to your [abi] mod+3. During this time, your opponent cannot do anything but speak, effectively dazed, and you must remain dancing with them, meaning you cannot move away. On the plus side you may attack or move in a round (partial actions only, essentially dancing is your other action) and as long as you move no more than half your speed away from your starting point (measured in a straight line) your opponent will stay with you (ie, you can move your full speed, by zig zagging or the like, but at the end of the round you must be within half your speed of your starting position in the round). At the end of your dance, the money shot happens. A wave of profane energy rushes forth from you in all directions, blasting all non-allies out to a 60' radius with 1d6/4 class levels unholy damage (minimum 1d6).
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So, that's it for core demons. I might make one more for vrocks, but I have to figure out what it should be. Next is devils, then possibly 'loths.
EDITS:
11/5- Added a second Vrock invoc.
--Changed most durations to "until dispelled or dismissed"
11/7- Changed instances of "Character Level" to "Class Level"
