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AlcabanothCreature 18


UncommonHugeDevilFiendUnholy
Source Pathfinder Adventure Path: Hell's Destiny
Perception +33 (greater darkvision)
Languages Common, Diabolic, Telepathy 100 Feet
Skills Deception +35, Diplomacy +31, Intimidation +31, Occultism +29, Religion +31, Stealth +28
Str +8, Dex +3, Con +6, Int +6, Wis +5, Cha +9

AC 41; Fort +30; Reflex +27; Will +33; +1 status to all saves vs. magic
HP 405
Speed 30 feet (fly 50 feet)
Immunities fire
Weaknesses Holy 15
Resistances Physical 15, Poison 15

Claw One Action +33 (+29, +25) to hit (agile, magical, unholy) 1d12 Bleed + 3d8+16 Slashing
Jaws One Action +33 (+28, +23) to hit (magical, unholy) 3d12+16 Piercing
Tail One Action +33 (+28, +23) to hit (backswing, magical, unholy) 3d12+16 Bludgeoning
Blasphemous Blast One Action +31 (+26, +21) to hit (fire, magical, spirit, unholy) 4d8 Fire

Telepathy 100 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicIdol Armor

The advodaza's defiled idols grant them resistance 15 to two damage types of their choice except fire, physical, poison, and spirit (typically mental and void). The advodaza can spend 10 minutes to change which damage types are resisted. Any holy effect that affects the fiend can also counteract their idol armor (DC 40), which the advodaza can reactivate with a Sustain action.

False Divinity

Alcabanoth has access to the ambition and zeal domains.


The advodaza chooses two domains, typically chosen from the following list: ambition, darkness, fire, might, trickery, tyranny, wealth, or zeal. The advodaza gains both domains' initial domain spells as well as the advanced domain spell from one of the domains, all heightened to 9th rank.

Infernal Mark Three Actions (manipulate)

The advodaza touches a willing creature and marks it with a glyph that functions as a 9th-rank Sigil, which the devil can make visible or invisible. The target gains 1 Focus Point if it didn't already have any, and the advodaza grants it one of their initial domain spells as a focus spell. The marked creature and the advodaza can communicate telepathically with each other while on the same plane. The advodaza can maintain up to 10 Infernal Marks at a time; if they create another after reaching this limit, the oldest mark is Dismissed. The advodaza can Dismiss any number of Infernal Marks with a single action.

Punish Disciple One Action (spirit)

Frequency once per round


Effect The advodaza chooses up to three creatures bearing their Infernal Mark that are on the same plane as the advodaza, dealing 8d6 spirit damage to each creature (DC 40 fortitude save).


Divine Innate Spells (DC 40, +32 to hit)

Cantrips (9th Level): Detect Magic, Message
1st Level: Heal
2nd Level: Dispel Magic, Invisibility
3rd Level: Enthrall (At Will)
4th Level: Vapor Form (At Will)
6th Level: Teleport, Zealous Conviction
7th Level: Divine Decree

Divine Focus Spells (DC 40, +32 to hit)

1st Level: Ignite Ambition, Weapon Surge
4th Level: Zeal for Battle


Rituals

Diabolic Pact


These devils prey upon the superstitious, masquerading as lost or obscure divinities, and ultimately corrupt whatever cults they rule.


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.