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Blood Elegecide (Doom Demon)Creature 5


MediumAmphibiousDemonFiendUnholy
Source Pathfinder Society Scenario #6-00: Salt of the Ocean
Perception +15
Languages Chthonian, Telepathy 100 Feet
Skills Deception +13, Diplomacy +12, Intimidation +13
Str +4, Dex +2, Con +1, Int +0, Wis +0, Cha +5

AC 22; Fort +7; Reflex +7; Will +6;
HP 95
Speed 15 feet (swim 25 feet)
Weaknesses Cold Iron 6, Holy 6

Tail One Action +13 (+8, +3) to hit 1d6+8 Bludgeoning

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.

Hope Vulnerability

The elegecide is fueled by the certainty of doom, which leaves it weakened by any hope. The first time each round that a creature critically fails at an attack or skill check against the elegecide, it experiences a burst of hope that leaves it Stunned 1.

Doom Aura (aura, divine, fear)

30 feet

The elegecide constantly emits telepathic warnings about future dangers and harm. When a non-demon creature ends its turn in the aura, it must attempt a DC 22 will save. If it fails, it becomes Frightened 1 (Frightened 2 on a critical failure).

Dorsal Lash Two Actions (mental)

The elegecide lashes out with its trailing dorsal fins, looping them around a target within 15 feet. It sends a burst of telepathic information about all the possible ways the target can be injured in the next minute. The target takes (5d4) mental damage and must attempt a DC 22 reflex save.


Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage and is Grabbed by the elegecide.

Critical Failure The target takes double damage and is Restrained by the elegecide.


Divine Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Daze, Divine Lance, Figment, Message, Sigil
1st Level: Bane, Fear, Ill Omen
2nd Level: Paranoia, Thundering Dominance


Rituals

Demonic Pact



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.

Amphibious

An 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.

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.