DevasanceCreature 16
Source Pathfinder #212: A Voice in the Blight
Perception +30 (greater darkvision, lifesense (imprecise) 60 feet)
Languages Aklo, Necril, Shadowtongue
Skills Acrobatics +31, Intimidation +33, Stealth +30
Str -5, Dex +6, Con +0, Int +5, Wis +6, Cha +9
AC 38; Fort +25; Reflex +30; Will +28;
HP 225 (void healing)
Speed 0 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, precision, unconscious, poison
Weaknesses Vitality 15
Resistances All Damage 15
Aura of Malaise (aura, void)
30 feet. A living creature that starts its turn in the devasance's aura must succeed at a DC 34 will save or become Slowed 1 (or Slowed 2 on a critical failure).
Drink Life
Trigger A living creature takes void damage from the devasance
Effect The devasance gains 25 temporary HP for 1 minute and becomes Quickened until the end of its next turn. It can use the extra action to Strike or Fly.
Void ShadowWhile on a plane with the void trait or in the area of an effect with the void trait, the devasance's form disappears. It is naturally Invisible in this area, but becomes visible for 1 minute after it takes vitality damage.
Living Death (curse, occult)A creature hit by the devasance's void hand strike must attempt a DC 37 fortitude save.
Critical Success The target is unaffected.
Success The target takes on the appearance of a rotted or nearly skeletal undead version of itself and becomes Drained 1 for 1 round. If the target assumes another shape through a polymorph effect, it continues to look undead in its new shape. This change in appearance persists for 10 minutes.
Failure As success, but with an unlimited duration. Healing effects on the target restore only half the Hit Points they normally would.
Critical Failure As failure, but Drained 2. If a living creature dies while under the effects of this curse, their soul is transformed into a devasance upon death. The creature cannot be restored to life, nor can its soul move on to the afterlife, until it is slain again as a devasance.
Void Ray
(occult, void)The devasance emits a ray of void energy from its chest in a 60-foot line. Living creatures in this area take 7d6 void damage (DC 37 fortitude save, plus Enfeebled 1 on a failure, or Enfeebled 2 on a critical failure; the condition has an unlimited duration in either case).
Occult Innate Spells (DC 37, +29 to hit)
Cantrips (8th Level): Telekinetic Projectile, Void Warp
3rd Level: Paralyze
4th Level: Vision of Death
6th Level: Spirit Blast
7th Level: Warp Mind
Devasances are typically felt before they're seen, as they constantly sap vitality from creatures around them. On the Void, a devasance's aura can be easily confused for a pocket of particularly potent planar energy, especially as they meld into the darkness around them. Legless and incorporeal with glowing red eyes, these vaguely humanoid creatures are commonly confused for shadows, wraiths, or other forms of incorporeal undead.
Summoned to the Netherworld
Devasances can be found in the Netherworld, where they are sometimes summoned to serve. Their ability to sap light makes them powerful allies between the planes. However, the Netherworld is not always prepared to control their void essence, and devasances rarely understand the concept of planar diplomacy.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
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.
VoidEffects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.