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AyngavhaulCreature 13


MediumDevilFiendUnholy
Source Pathfinder Monster Core 2
Perception +26 (greater darkvision)
Languages Common, Diabolic, Draconic, Empyrean, Telepathy 100 Feet
Skills Lore +24, Arcana +27, Deception +26, Diplomacy +24, Religion +24
Str +4, Dex +4, Con +5, Int +8, Wis +5, Cha +5

AC 34; Fort +23; Reflex +20; Will +26;
HP 240
Speed 15 feet
Immunities fire
Weaknesses Holy 10
Resistances Physical 10

Claw One Action +25 (+20, +15) to hit (magical, unholy) 3d8+8 Slashing
Searing Words One Action +27 (+22, +17) to hit (auditory, magical, unholy) 1d6 Fire + 3d10+8 Mental

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.

Personal Library

Any tomes an ayngavhaul is reading or referencing for their current work can be stored in the devil's personal library, a floating collecting of tomes revolving around the devil that can be used offensively or defensively. Retrieving or returning a tome requires an Interact action.

Spellblock Tome Reaction (divine, manipulate)

Trigger The ayngavhaul is targeted by a spell


Effect The ayngavhaul flings a tome from its personal library at the spell. The devil must attempt a DC 5 flat. On a success, the tome fully absorbs the effects of the spell and burns up into a harmless pile of ash. Regardless of the result, the devil can't use this ability again for 1d4 rounds.

Herald Heresy Two Actions (auditory, divine, unholy)

The ayngavhaul imparts blasphemous thoughts into the minds of all non-devil creatures within a 20-foot burst up to 60 feet away. An affected creature takes 2d10 mental damage plus 2d10 spirit damage and must attempt a DC 33 will save. Affected creatures gain a cumulative +1 circumstance bonus (up to a total of +4) to saves against all future attempts to Herald Heresy for 1 minute, as they become inured to the blasphemies.


Critical Success The creature is unaffected and becomes temporarily immune for 1 hour.

Success The creature takes half damage.

Failure The creature takes full damage and becomes Slowed 1.

Critical Failure The creature takes double damage and becomes Slowed 2.

Poison Minds

Creatures hit by the ayngavhaul's searing words must succeed at a DC 33 will saving throw or become Stupefied 1 for 1 round (or Stupefied 2 on a critical failure). If the target is trained in Religion, they take a –2 circumstance penalty to their save.


Arcane Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Daze, Detect Magic, Figment, Phase Bolt, Telekinetic Hand
5th Level: Banishment, Mind Probe, Subconscious Suggestion
6th Level: Dominate, Never Mind


Where a bright mind seeking knowledge becomes corrupted by eloquent lies and twisted truths, an ayngavhaul is sure to lurk. Often donned in the holy vestments of other faiths in a twisted mockery of their principles, these wily, well-read devils delight in using their knowledge to twist religious texts and teachings into the dangerous principles those same texts warn against. While many ayngavhauls develop advanced knowledge of unique specializations, there are many whose depth of knowledge of a single religion rivals that of even the most wizened priests.

Any information an ayngavhaul has read or learned is added to a massive living tome unique to the ayngavhaul. The information contained sorts itself based on the topic and point its owner is making.

While these devils spend most of their time in the libraries of Hell, they are most often summoned in desperate bids by students seeking lost or forbidden knowledge, and such knowledge comes with a cost. These devils use truths and loose interpretations of texts to lend credence to their heretical viewpoints. When these once-bright intellectuals are corrupted into blasphemous priests, tyrants, and despots spreading the twisted words of an ayngavhaul, that devil gains influence and renown within the scholarly circles of Hell.


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.

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.