🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Anguished FlameCreature 13


LargeElementalFireLight
Source Pathfinder Monster Core 2
Perception +28
Languages Empyrean, Pyric, Truespeech
Skills Lore +25, Athletics +24, Crafting +27, Diplomacy +27, Medicine +27, Nature +23, Religion +23
Str +5, Dex +7, Con +5, Int +4, Wis +6, Cha +8

AC 33; Fort +22; Reflex +24; Will +25;
HP 260
Speed 30 feet (fly 60 feet)

Flaming Wing One Action +25 (+21, +17) to hit (agile, fire) 3d10+11 Fire
Shining Ray One Action +27 (+22, +17) to hit (fire, light) 3d6+6 Fire

Eternal Luminosity (light)

An anguished fame naturally sheds brilliant light like a torch. When other creatures target the anguished fame, they ignore the Concealed condition from darkness, fog, mist, and smoke.

Purifying Flame

An anguished fame can Treat Wounds without a healer's toolkit, instead healing the wounded with the gentle light of their touch.

Solar Flare (aura, divine, visual)

30 feet. When a creature ends its turn in the aura, it takes 2d6 fire damage (DC 33 fortitude save). On a failed save, it also becomes Dazzled until the end of its next turn. The anguished fame can activate or deactivate this aura by using a single action with the concentrate trait.

Vulnerable to Blasphemy

If a creature the anguished fame can see and hear spends 1 action with the linguistic trait blaspheming against the gods, the anguished fame becomes Sickened 1 until they Collect a Prayer from that creature.

Collect Prayer Two Actions (emotion, mental)

The anguished fame compels a creature they can see within 60 feet, who must attempt a DC 30 will save.


Critical Success The creature is unaffected.

Success The creature immediately uses its reaction to pray.

Failure The creature prays. It is Slowed 1 and can't use reactions for 1 minute.

Critical Failure As failure, but the creature is Slowed 2.

Focus Gaze One Action (concentrate, divine, visual)

Requirements The anguished fame's solar fare aura is active


Effect The anguished fame fixes their fery eyes on a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the anguished fame's solar fare. If the creature was already Dazzled by solar fare before attempting its save, a failed save causes it to become Blinded until the end of its next turn.


Divine Innate Spells (DC 30, +22 to hit)

Cantrips (7th Level): Detect Magic, Ignition, Light
3rd Level: Fireball
5th Level: Truespeech (Constant)
7th Level: Interplanar Teleport


Ancient tales tell that the elemental lord Atreia created his six-winged children to steward mortal prayers into the realms of the divine. These elementals work hand-in-hand with celestial and fendish deifc servants to accept sacrifces and offerings, but they also bless contrite mortals with absolution and purifcation, helping them to change the fate that awaits them after death.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.