DegholauCreature 13
Source Pathfinder #210: Whispers in the Dirt
Perception +22 (greater darkvision)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet, Truespeech
Skills Deception +27, Intimidation +25, Religion +22, Society +22, Stealth +26
Str +2, Dex +7, Con +6, Int +3, Wis +3, Cha +8
AC 33 all-around vision; Fort +23; Reflex +26; Will +20; +1 status to saves vs. magic
HP 290
Speed 35 feet (burrow 15 feet)
Weaknesses Cold Iron 10, Holy 10
Claw
+26 (+22, +18) to hit (agile, finesse, magical, unarmed, unholy) 3d12+8 SlashingTail
+26 (+21, +16) to hit (finesse, magical, reach 10, unholy) 2d6 Mental + 3d6+8 BludgeoningSpit
+26 (+21, +16) to hit (magical, unholy) 3d8+6 MentalAll-Around Vision
This monster can see in all directions simultaneously and therefore can't be flanked.
+1 Status to All Saves vs. MagicExposure VulnerabilityThe first time each round that a creature critically succeeds at a save against a degholau's Veil of Lies or that a creature confronts the fiend on a falsehood immediately after the demon fails to Lie, the degholau takes 3d6 mental damage and becomes Frightened 1.
Conspiratorial Thoughts (divine, mental, poison)Saving Throw DC 33 will
Maximum Duration 6 rounds
Stage 1 Slowed 1 (1 round)
Stage 2 Slowed 2 (1 round)
Stage 3 Controlled by the degholau (1 round)
Twisted Loyalties (curse)Saving Throw DC 33 will
Onset 1 day
Stage 1 +1 status bonus to attack rolls and damage rolls, must succeed at a DC 10 flat to use the Aid reaction (3 days)
Stage 2 as stage 1, and +1 status bonus to skill checks, plus must succeed at a DC 10 flat to heal an ally (1 week)
Stage 3 as stage 2, plus lose sanctification traits (1 week)
Stage 4 anathemas are now edicts, and former edicts are now anathemas—acting upon these new edicts causes loss of abilities and sanctification granted by classes and deities who consider them anathema (1 week)
Veil of Lies (aura, mental, olfactory)15 feet. A degholau exudes a faint scent of rotting wildflowers in its aura—an odor that dulls the mind. A creature that ends its turn in the aura must attempt a DC 30 will save.
Critical Success The creature is unaffected and is temporarily immune to Veil of Lies for 1 minute.
Success The creature is unaffected.
Failure The creature is Stupefied 1 while it remains in the aura and for 10 minutes after leaving the aura.
Critical Failure As failure, except Stupefied 2.
Divine Innate Spells (DC 33, +25 to hit)
4th Level: Honeyed Words, Rewrite Memory, Translocate, Translocate (At Will)
5th Level: Shadow Blast, Subconscious Suggestion, Truespeech (Constant)
6th Level: Dominate
Rituals
Degholaus form from wretched souls who betrayed their societies to evil ends or for personal gain. These fiends resemble bloated, bestial humanoids with eyeless mole-like faces. They have five tails, all of which feature blood-red eyes.
High Crimes
Those whose souls become degholaus abused positions of authority in their nation for personal gain or simply out of a need for cruelty. They might have sold secrets, weakened institutions, or initiated military action against their own people. Some initially deluded themselves into believing their actions were righteous or victimless, but eventually embraced their destructive role, damaging their soul so completely they transform into these demons after their judgment.
Traits
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.
DemonA 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.
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.
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.