Daemonic RumormongerCreature 22
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +41 (greater darkvision, truesight (precise) 60 feet)
Languages Chthonian, Common, Daemonic, Diabolic, Thalassic
Skills Lore +38, Acrobatics +41, Deception +37, Diplomacy +37, Occultism +38, Thievery +39
Str +6, Dex +9, Con +4, Int +8, Wis +8, Cha +7
AC 48; Fort +34; Reflex +39; Will +36;
HP 350
Speed 45 feet (swim 30 feet)
Immunities death effects, poison
Weaknesses Holy 20
Claw
+41 (+37, +33) to hit (agile, finesse, magical, unarmed, unholy) 4d8+17 SlashingBroken Quills
+39 (+34, +29) to hit (evil, magical, unholy) 2d6+17 PiercingGreater 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.
Constant SpellsA 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.
Opportune Dodge
Trigger A creature critically fails a Strike against the Daemonic Rumormonger
Effect The Rumormonger dodges out of the way and uses his momentum to attack and move out of reach. He Strides up to 20 feet and can Strike at any point during this movement; this Strike counts toward the multiple attack penalty on his next turn.
Black Ink Delirium (poison)Saving Throw DC 38 fortitude
Maximum Duration 4 rounds
Stage 1 3d6 poison damage and Clumsy 2 (1 round)
Stage 2 6d6 poison damage and Confused (1 round)
Breath of Lies
(acid, magical, poison)The Daemonic Rumormonger breathes a torrent of acidic sand and poisoned ink in an 80-foot line, dealing 6d12[acid],6d12 poison6d12 acid damage and 6d12 poison damage and exposing victims to his black ink delirium.
He can't use Breath of Lies again for 1d4 rounds.
Whirling Slashes
The Daemonic Rumormonger Strides up to his Speed. He can make up to three claw Strikes, each against a different target, at any points during this Stride. His multiple attack penalty applies as usual.
Divine Innate Spells (DC 45, +37 to hit)
4th Level: Dimension Door (At Will)
5th Level: Black Tentacles, Dimension Door
6th Level: True Seeing (Constant), Water Walk (Constant)
7th Level: Spell Turning, Warp Mind
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
DaemonA family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.
FiendCreatures 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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects 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.