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Coarti SpyCreature 7


UncommonMediumDevilFiendUnholy
Source Pathfinder Adventure Path: Hellbreakers
Perception +17 (greater darkvision)
Languages Common, Diabolic, Draconic, Empyrean, Telepathy 100 Feet, Truespeech
Skills Lore +14, Acrobatics +15, Athletics +15, Deception +17, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4

AC 24; Fort +13; Reflex +17; Will +15; +1 status to all saves vs. magic
HP 110
Speed 25 feet (fly 40 feet)
Immunities fire
Weaknesses Holy 5
Resistances Physical 5, Poison 5

Wing One Action +17 (+13, +9) to hit (agile, unholy, versatile p) 1d6 Fire + 1d6+7 Bludgeoning
Dagger One Action +18 (+13, +8) to hit (magical, unholy, versatile p) 1d6+10 Slashing
Dagger One Action +18 (+13, +8) to hit (magical, thrown 10, unholy, versatile p) 1d10+6 Slashing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicBlood Contract

When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent,bleed damage and are Dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.

Despairing Shriek Two Actions (divine, sonic, unholy)

The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 will save. Holy creatures that fail this save are also Frightened 2; this added effect has the emotion, fear, and mental traits.

The coarti can't use Despairing Shriek again for 1d4 rounds.

Sneak Attack

The coarti spy deals an extra 2d6 precision damage to Off-Guard creatures.

Wing Snap One Action

Frequency once per turn


Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.


Divine Innate Spells (DC 25, +17 to hit)

2nd Level: Darkness
4th Level: Translocate (At Will)
5th Level: Truespeech (Constant)


Rituals

Diabolic Pact


The burning-winged coartis are marked by the onerous contracts they agreed to and bound to Hell by the machinations of a legalistic devil, usually a phistophilus. Some coartis are truly a type of fallen celestial, those trapped in horrible agreements for the greater good or due to grievous errors in judgment, but most arise from mortal souls that were on the path to become celestials yet were contractually bound to Hell. Coartis serve in public roles as messengers and personal attendants to demonstrate the power of Hell and the legal acumen of their corruptors.

Celestials universally pity coartis and despise their creators, but their preferred methods of dealing with the corrupted beings differ. While angels argue against lost cases in Pharasma's courts, seeking loopholes in the voluminous contracts, azatas scheme daring heists against the contract storehouses. Archons are the most direct, working to end their blighted lives.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.

Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.

Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.