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EphialtesCreature 16


UncommonHugeEvilFiendLawfulUnholyVelstrac
Source Pathfinder #191: The Destiny War
Perception +30 (greater darkvision, truesight (precise) 60 feet, painsight)
Languages Common, Diabolic, Shadowtongue
Skills Lore +29, Athletics +31, Deception +30, Intimidation +32, Medicine +30, Religion +30, Survival +28
Str +9, Dex +5, Con +6, Int +5, Wis +6, Cha +6

AC 39; Fort +30; Reflex +25; Will +28; +1 status to all saves vs. magic
HP 299
Speed 25 feet (fly 25 feet)
Immunities cold, fear effects
Weaknesses Holy 15, Silver 15

Jaws One Action +33 (+28, +23) to hit (magical, reach 15, unarmed, unholy) 3d6+13 Piercing + 2d6 Bleed
Chain One Action +33 (+28, +23) to hit (disarm, evil, magical, reach 15, unholy) 2d6 Bleed + 3d6+13 Piercing

Greater 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.

Painsight (divine)

A velstrac automatically knows whether a creature it sees has any of the Doomed, Dying, and Wounded conditions, as well as the value of those conditions.

Constant Spells

A 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.

+1 Status to All Saves vs. MagicRegeneration 20 (Deactivated By Good or Silver)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Nowhere to Run (aura, divine, fear, mental, visual)

30 feet. When a creature ends its turn in the aura, it feels a powerful sensation of hopelessness. The creature must succeed at a DC 34 will save or become Slowed 1 (Slowed 2 on a critical failure) for 1 round.

Constrict One Action

(2d4+13) slashing, DC 37 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Exhale Chains Two Actions (divine)

The ephialtes exhales a tangle of barbed chains. All creatures in a 50-foot cone must attempt a DC 37 reflex save. The ephialtes can't Exhale Chains for 1d4 rounds.


Critical Success The creature is unaffected.

Success It takes 8d6 piercing damage.

Failure It takes 15d6[piercing],2d6 bleed15d6 piercing damage, 2d6 persistent bleed damage, and is Off-Guard for 1 round.

Critical Failure As failure, but 30d6[piercing],2d6 bleed30d6 piercing damage, 2d6 persistent bleed damage, and is Restrained until they Escape ([/act escape dc=37]).

Focus Gaze One Action (concentrate, divine, fear, mental, visual)

The ephialtes stares at a creature they can see within 30 feet. The creature must attempt a Will save against the nowhere to run aura. If it was already slowed, on a failed save its speed is reduced by 10 feet until the end of its next turn. After attempting this save, the targeted creature is then temporarily immune to Focus Gaze until the start of the ephialtes's next turn.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 37, +29 to hit)

2nd Level: Blur, Darkness, Silence
3rd Level: Chilling Darkness
4th Level: Dimensional Anchor (At Will)
5th Level: Shadow Walk
6th Level: True Seeing (Constant)
7th Level: Plane Shift (Self Only)
8th Level: Discern Location


Ephialtes velstracs are consummate and fearless hunters of the doomed and the damned.

Ephialtes Prey

When they catch enough quarry, an ephialtes velstrac returns to the Shadow Plane, bringing victims for other velstracs to use for training or raw material. Velstracs respect ephialtes for their "generosity" in guiding and providing for others of their kind, yet are always wary about making assumptions about the limits of this generosity.


Traits

Uncommon

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.

Fiend

Creatures 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.

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.

Velstrac

A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze.