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Areelu VorleshCreature 20


UniqueMediumHumanHumanoidMythicNephilimUnholy
Source Pathfinder #221: Into the Apocalypse Archive
Perception +34 (darkvision, truesight)
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Dwarven, Elven, Empyrean, Fey, Halfling, Hallit, Jotun, Necril, Sakvroth, Gnomish, Orcish, Telepathy 100 Feet
Skills Acrobatics +34, Arcana +38, Athletics +32, Lore +36, Deception +38, Diplomacy +36, Intimidation +38, Occultism +38, Religion +34, Society +36
Str +4, Dex +8, Con +10, Int +10, Wis +6, Cha +10

AC 44; Fort +36; Reflex +32; Will +34;
HP 400
Speed 25 feet (fly 35 feet)
Weaknesses Cold Iron 20, Holy 20
Resistances Mythic 10

Dagger One Action +39 (+35, +31) to hit (agile, finesse, versatile s) 4d4+12 Piercing
Claw One Action +36 (+32, +28) to hit (agile, finesse, magical, unarmed, unholy) 4d8+12 Slashing

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect Areelu ends one condition affecting her.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Mythic Resilience (Fortitude and Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Rejection Vulnerability

Areelu Vorlesh's apotheosis into a demon has made her vulnerable to rejection like a succubus. When Areelu fails a Deception check to Embrace or Lie, or when a creature succeeds at its save against her mental spells or abilities, she takes 6d6 mental damage. For 1 hour after causing mental damage to Areelu in this way, the creature can deal 6d6 mental damage to her with a successful Demoralize action incorporating its rejection.

Undying Myth Free Action

Cost all of Areelu's Mythic Points

Trigger Areelu would die and has at least 1 Mythic Point


Effect Areelu remains standing and conscious and recovers 200 healing Hit Points.

Embrace One Action

Areelu attempts to [/act grapple skill=deception] a creature using her Deception bonus instead of Athletics. If the creature is willing, Areelu automatically succeeds.

Kiss of Locusts One Action (divine, emotion, mental, unholy)

Frequency once per round


Effect Areelu engages a creature she has Grabbed or Restrained in an embrace or other act of passion, creating an opportunity for a cloud of locusts to enter the creature's body. The creature takes 5d6 persistent,bleed damage and is Sickened 2 and Off-Guard for as long as they remain sickened.

Recharge One Action (concentrate)

Cost 1 Mythic Point


Effect Areelu regains an expended spell slot.

Reroll Free Action (fortune)

Cost 1 Mythic Point

Trigger Areelu fails a check


Effect Areelu rerolls the check.


Divine Innate Spells (DC 42, +34 to hit)

Cantrips (10th Level): Divine Lance, Shield, Void Warp
2nd Level: Dispel Magic
4th Level: Divine Wrath
5th Level: Divine Immolation
6th Level: Dominate, Truesight (Constant), Vampiric Exsanguination
7th Level: Execute, Warp Mind
9th Level: Overwhelming Presence, Wails of the Damned



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Nephilim

A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.

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.