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Delaraius SolzakarrCreature 20


UniqueMediumHumanHumanoidUnholy
Source Pathfinder #206: Bring the House Down
Perception +36 (darkvision, truesight (precise) 60 feet)
Languages Aklo, Common, Daemonic, Diabolic, Halfling, Kelish, Sakvroth
Skills Lore +38, Lore +38, Acrobatics +35, Deception +39, Diplomacy +37, Intimidation +37, Medicine +36, Occultism +36, Religion +38, Society +34, Stealth +37, Thievery +37
Str +4, Dex +9, Con +6, Int +8, Wis +10, Cha +9

AC 45; Fort +32; Reflex +35; Will +38;
HP 375
Speed 25 feet
Immunities bleed
Weaknesses Vulnerable To Sunlight 50

Shortsword One Action +37 (+33, +29) to hit (agile, finesse, magical, versatile s) 1d6 Bleed + 3d6+12 Piercing

Skinsaw Eye

Norgorber granted Delaraius an eye to aid him in his quest for vengeance, but this eye also significantly enhances the priest. It grants him darkvision and Truesight as a constant innate spell, and also increases all of his attribute modifiers by 4. He is immune to bleed damage, magical detection and mental communication (unless he chooses otherwise), and magical alteration of his memories unless he chooses to be affected or the effect comes from a deity or artifact. The Skinsaw Eye serves as a religious symbol for Delaraius. If he ever loses the Skinsaw Eye, Delaraius loses all of these benefits and becomes Drained 3.

Vulnerable to Sunlight

Delaraius takes 50 untyped damage for every hour he's exposed to sunlight.

King of Keys

Delaraius's magic is more powerful when he's located in Vyre or Duskfathom. The counteract DC for all of his spells increases by 2 as long as the spell effect is located in either of these locations, and Delaraius gains a +2 status bonus on counteract checks while in either location.

Skinsaw Strike One Action (divine)

Delaraius focuses his attention on a target he can see, causing his Skinsaw Eye to glow red for a moment as he seeks out the most painful place to attack that target. He then attempts a medicine check against the target's Fortitude DC; on a success, that target is Off-Guard to Delaraius until the end of his turn. On a critical success, that target is off-guard to Delaraius until the end of his next turn.

Sneak Attack

Delaraius deals 3d6 extra precision damage to creatures who are Off-Guard.


Divine Prepared Spells (DC 42, +34 to hit)

Cantrips (10th Level): Daze, Message, Read Aura, Shield, Void Warp
1st Level: Command, Enfeeble, Fear, Harm, Heal, Lock, Sanctuary
2nd Level: Blood Vendetta, Calm, Cleanse Affliction, Dispel Magic, Invisibility, Translate
3rd Level: Blindness, Dream Message
4th Level: Talking Corpse, Unfettered Movement, Vision of Death
5th Level: Scouting Eye, Truespeech
6th Level: Dominate, Repulsion
7th Level: Interplanar Teleport, Planar Seal, Regenerate
8th Level: Pinpoint
9th Level: Overwhelming Presence
10th Level: Gate

Cleric Domain Spells (DC 42, +34 to hit)

1st Level: Death's Call, Sudden Shift
4th Level: Trickster's Twin


Rituals

Geas, Planar Servitor, Resurrect, Teleportation Circle



Traits

Unique

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.

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.