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Ashen BrimorakCreature 6


UncommonSmallChaoticDemonEvilFiendUnholy
Source Pathfinder Society Scenario #5-06: Ukuja, the First Wall
Perception +14 (darkvision, smoke vision)
Languages Chthonian, Draconic, Empyrean, Pyric, Telepathy 60 Feet
Skills Acrobatics +14, Deception +13, Religion +12, Stealth +14
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2

AC 24; Fort +15; Reflex +12; Will +10;
HP 100
Speed 30 feet
Immunities fire
Weaknesses Cold Iron 5, Holy 5

Flaming Sword One Action +17 (+12, +7) to hit (magical, unholy) 2d8+6 Slashing
Hoof One Action +17 (+13, +9) to hit (agile, unholy) 2d4+6 Bludgeoning

Telepathy 60 feet (aura, magical)

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.

Extinguishing Aversion

Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.

Smoke Vision

Smoke doesn't impair a brimorak's vision; they ignore the Concealed condition from smoke.

Boiling Blood

Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 21 reflex save).

Breath Weapon Two Actions (divine, fire)

The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 23 reflex save). The brimorak can't use their Breath Weapon again for 1d4 rounds.

The ground within this area becomes slippery, with the effects of a Grease spell targeting an area until it's cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first.

Flaming Weapon (divine, fire)

A brimorak's hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit.

If they don't have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above).

Fume Two Actions (divine, fire)

The brimorak emits a cloud of thick black smoke in a 10-foot burst that remains in place for 1d4 rounds.

All creatures within the smoke become Concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 23 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).


Divine Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Produce Flame
2nd Level: Dispel Magic
3rd Level: Fireball
4th Level: Dimension Door


Rituals

Abyssal Pact


These goat-headed demons have glowing red eyes and flaming hooves but measure only about 3 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns.

As a general rule, brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks' laughter as clearly as the heat of the flames or the choking scent of smoke.


Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.


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.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and 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.