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Chelaxian MageCreature 6


MediumHumanHumanoidUnholy
Source Pathfinder Society Scenario #6-07: A God Falls Where Magic Fails
Perception +12
Languages Aklo, Common, Chthonian, Diabolic, Shadowtongue
Skills Lore +12, Lore +12, Arcana +14, Religion +14
Str +3, Dex +2, Con +1, Int +4, Wis +4, Cha +0

AC 22; Fort +11; Reflex +12; Will +14;
HP 85
Speed 25 feet

Trident One Action +15 (+10, +5) to hit (magical, thrown 20) 1d8+6 Piercing
Trident One Action +16 (+11, +6) to hit (magical) 1d8+6 Piercing
Fist One Action +15 (+11, +7) to hit (agile, nonlethal, unarmed) 1d4+6 Bludgeoning

Brimstone Defense Reaction (divine, fire)

Trigger The Chelaxian mage takes fire damage


Effect The Chelaxian mage gains resistance 6 to fire against the triggering attack. If this damage came from an unarmed attack, a non-reach melee weapon, or a spell with a range of touch, the creature who caused the damage takes 6 fire damage.

Brimstone Blessing Free Action

Requirements The Chelaxian mage's last action was to cast a non-cantrip spell


Effect The Chelaxian mage siphons devilish energy drawn from pacts with a vordine devil into their trident. Until the end of the turn, the weapon deals an extra 2d6 fire damage, gains the unholy trait, and gains the effects of a returning rune.

Devil Summoning

The Chelaxian mage can cast a 5th-rank Summon Fiend arcane spell to summon a Actor.Vordine devil. To do so, they must sacrifice three 3rd-rank prepared spells and voluntarily take 4d12 fire damage that can't be reduced or prevented. If the Chelaxian mage is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat each round, ending the spell on a failure; regardless of whether the spell continues or not, the vordine devil attacks whatever creature is closest to it indiscriminately. If the Chelaxian mage dies, the devil disappears.


Arcane Prepared Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Caustic Blast, Daze, Detect Magic, Ignition, Read Aura
1st Level: Breathe Fire, Fear, Fleet Step, Grease
2nd Level: Acid Grip, Blazing Bolt, Blur, Laughing Fit, See the Unseen
3rd Level: Fireball, Slow



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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

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.