Dero MagisterCreature 5
Source Pathfinder Monster Core
Perception +8 (darkvision)
Languages Aklo, Sakvroth
Skills Crafting +12, Medicine +10, Occultism +12, Stealth +11
Str +1, Dex +4, Con +2, Int +3, Wis -1, Cha +5
AC 22; Fort +10; Reflex +13; Will +10;
HP 65
Speed 20 feet
Immunities confused
Staff
+10 (+5, +0) to hit (two hand d8) 1d4+3 BludgeoningVulnerable to Sunlight
A dero magister takes 10 untyped damage for every hour they're exposed to sunlight.
Cytillesh Stare
(concentrate, incapacitation, mental, visual)Frequency once per round
Effect The magister focuses their gaze on a creature they can see within 30 feet. The target is Dazzled for 1 round and must succeed at a DC 24 will saving throw or be Confused for 1 round.
Dero Medicine
(healing, manipulate)Requirements The dero is wearing a cytillesh toolkit and has a hand free
Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for (2d8+10) healing2d8+10 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.
Effect: Dero Medicine
Occult Spontaneous Spells (DC 24, +16 to hit)
Cantrips (3rd Level): Detect Magic, Forbidding Ward, Light, Message, Void Warp
1st Level (4 slots): Force Barrage, Grim Tendrils, Phantom Pain, Soothe
2nd Level (4 slots): Laughing Fit, Paranoia, Stupefy, Telekinetic Maneuver
3rd Level (3 slots): Blindness, Levitate, Vampiric Feast
Cantrips (3rd Level): Daze, Light, Read Aura
2nd Level: Darkness, Revealing Light
4th Level: Nightmare, Rewrite Memory
Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims.
Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects.
Deros, particularly the leading magisters, are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars.
The largest dero settlements are built around esoteric machines of floating crystals. As these crystals grind against each other and hum with sickening blue energy, crystal flakes and powdery residue collect beneath the machinery. Dero magisters gather these products, creating tools and repurposing the crystals to power magical items.
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.
DeroThis family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.