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AgadazCreature 4


UncommonMediumDevilFiendUnholy
Source Pathfinder #205: Singer, Stalker, Skinsaw Man
Perception +10 (greater darkvision)
Languages Common, Diabolic, Empyrean, Telepathy 100 Feet
Skills Lore +11, Lore +13, Deception +12, Diplomacy +11, Intimidation +10, Thievery +11
Str +3, Dex +4, Con +4, Int +3, Wis +2, Cha +4

AC 20; Fort +12; Reflex +14; Will +10;
HP 50
Speed 25 feet
Immunities fire
Weaknesses Holy 5
Resistances Physical 5, Poison 5

Fist One Action +12 (+8, +4) to hit (agile, finesse, magical, unarmed, unholy) 2d4+7 Bludgeoning
Thrown Coin One Action +12 (+7, +2) to hit (magical, unholy) 2d4+5 Bludgeoning + 1d6 Bludgeoning

Risk Aura (aura, divine, mental, misfortune)

30 feet. A feeling of recklessness surrounds a gambling devil. When a non-fiend creature enters the aura or begins its turn in the aura, it must attempt a DC 21 will save.


Critical Success The creature is unaffected and is temporarily immune to Risk Aura for 24 hours.

Success The creature is unaffected.

Failure The next time the creature rolls a d20, it must roll twice. If either roll is a natural 20, the creature uses that result; otherwise, it must take the lower of the two results.

Critical Failure As failure, but applies to all of the creature's d20 rolls as long as it remains in the aura.

Change Shape One Action (concentrate, divine, polymorph)

The agadaz adopts the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the type of damage their Strikes deal.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Double Down Reaction (divine, fortune)

Trigger The agadaz attempts a Strike, saving throw, or skill check


Effect The agadaz takes a –2 status penalty to the roll, then gains a +2 status bonus to the next Strike, saving throw, or skill check they attempt before the end of their turn, or before the end of their next turn if they used Double Down during another creature's turn.

Produce Gold Coins Free Action

Frequency once per round

Requirements The agadaz has a free hand


Effect The agadaz creates up to 5 gp in their hand. At any one time, an agadaz can possess no more than 20 gp created in this way; coins created in excess of this value vanish. A coin created in this way vanishes automatically 1 hour after leaving the devil's possession.


Divine Innate Spells (DC 18, +10 to hit)

Cantrips (2nd Level): Figment
1st Level: Ill Omen (At Will), Illusory Object
2nd Level: Illusory Creature


Rituals

Diabolic Pact


Gambling devils, known also as agadazes, resemble horned humans crafted out of living gold in their natural forms, though their shapeshifting abilities let them move among mortals undetected. They're most commonly encountered in Erebus, the third layer of Hell, where many serve Mammon as accountants. They're unusually impulsive and distractible for their kind. Other devils often view their Risk Aura as a hindrance, so they usually receive less important missions. They don't mind, for it gives them more time to meddle with mortals.

Heavy Footsteps

Even when appearing in a humanoid guise, a gambling devil's body remains extremely dense and heavy, often weighing more than 500 pounds. Old gamblers' yarns warn to watch the footsteps of fellow gamblers and be wary of those whose tread seems disproportionate to their size, though in truth, all but the most careless gambling devils know how to step lightly in their humanoid forms.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Devil

A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.