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BrimorakCreature 5


Medium​Demon​Fiend​Unholy​
Source Pathfinder Monster Core
Perception +12 (darkvision, smoke vision)
Languages Chthonian, Draconic, Empyrean, Pyric, Telepathy 60 Feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2

AC 22; Fort +15; Reflex +12; Will +10;
HP 80
Speed 30 feet
Immunities fire
Weaknesses Cold Iron 5, Holy 5

Flaming Sword One Action +15 (+10, +5) to hit (magical, unholy) 2d8+4 Slashing + 1d6 Fire
Hoof One Action +15 (+11, +7) to hit (agile, unholy) 2d4+4 Bludgeoning + 1d6 Fire

Telepathy 60 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.

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 19 reflex save).

Flaming Weapon (divine, fire)

A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.

Frothing Spew Two Actions (divine, fire, unholy)

The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 reflex). Creatures that fail the save also fall Prone as they slip in the greasy blood.

The brimorak can't use Frothing Spew again for 1d4 rounds.

Fume Two Actions (divine, fire)

Frequency once per minute


Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. 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 21 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).


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

Cantrips (3rd Level): Ignition
2nd Level: Dispel Magic
3rd Level: Fireball
4th Level: Translocate


Rituals

Demonic Pact


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

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.


When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.


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.

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.