AthervoxCreature 18
Source Pathfinder Adventure Path: Hell's Destiny
Perception +31 (darkvision, scent (imprecise) 60 feet)
Languages Aklo, Common, Diabolic, Draconic, Elven, Empyrean, Fey, Jotun
Skills Lore +32, Acrobatics +26, Arcana +29, Athletics +31, Deception +28, Diplomacy +32, Intimidation +32, Nature +34, Occultism +33, Society +31, Stealth +29
Str +7, Dex +4, Con +5, Int +8, Wis +5, Cha +6
AC 43; Fort +31; Reflex +30; Will +33; +1 status to all saves vs. primal
HP 335
Speed 50 feet (fly 200 feet, swim 50 feet)
Immunities paralyzed, poison, sleep
Jaws
+35 (+30, +25) to hit (magical, poison, reach 20) 4d4 Poison + 3d12+17 PiercingClaw
+35 (+31, +27) to hit (agile, magical, reach 15) 3d10+17 SlashingTail
+33 (+28, +23) to hit (magical, reach 25) 3d10+15 BludgeoningHorn
+33 (+28, +23) to hit (magical, reach 20) 3d10+15 PiercingCamouflage
Athervox can [/act hide] in natural environments even if she doesn't have cover.
+1 Status to All Saves vs. PrimalFrightful Presence (aura, emotion, fear, mental)90 feet. DC 39 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Miasma (aura, poison)20 feet. After Athervox uses her Poison Breath, a cloud of poison gas continues to emanate from her body for 1 round. Any creature that ends their turn in the miasma takes 4d6 poison damage (DC 39 fortitude save). Any creature in the miasma is Concealed and treats other creatures as concealed. Athervox can see through this concealment.
Effect: Miasma
Thrusting Tail
Trigger A creature within reach of Athervox's tail Casts a Spell
Effect Athervox makes a tail Strike at the creature with a –2 penalty. If the Strike hits, Athervox disrupts the creature's action.
Warding FocusSpells that Athervox Casts that target herself have their durations doubled.
Forest PassageAthervox ignores all difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic doesn't impede her progress.
Impaling Charge
Requirements Athervox doesn't have a creature impaled on her horn
Effect Athervox attempts to gore a foe. She Strides, then attempts a horn Strike. On a hit, the target becomes impaled on Athervox's horn. The creature is Grabbed while on the horn (and can Escape as normal). Athervox doesn't need to use additional actions to keep the impaled creature grabbed. If Athervox moves, she brings the grabbed creature along with her.
Poison Breath
Athervox breathes a toxic cloud that deals 19d6 poison damage in a 60-foot cone (DC 39 fortitude save) that doesn't damage objects. She can't use Poison Breath again for 1d4 rounds.
Telescopic Scrying
(primal, scrying)Frequency once per hour
Effect When peering through a telescope, Athervox can survey and monitor her surroundings as well as astronomical phenomena. She can cast Alarm and Scouting Eye, each with a maximum range of 5 miles from the telescope used as a focus.
Trackless JourneyAthervox always gains the benefit of Cover Tracks in natural surroundings, even while moving at full speed.
Primal Prepared Spells (DC 39, +33 to hit)
Cantrips (9th Level): Detect Magic, Know the Way, Light, Read Aura, Tangle Vine
2nd Level: Dispel Magic
3rd Level: Wooden Double
4th Level: Hydraulic Torrent, Mountain Resilience
5th Level: Toxic Cloud
6th Level: Petrify, Tangling Creepers, Truesight
7th Level: Energy Aegis, Execute, Mask of Terror
8th Level: Desiccate, Punishing Winds
9th Level: Nature's Enmity
Traits
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.