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ExscinderCreature 13


RareHugeArchonCelestialHoly
Source Pathfinder Monster Core 2
Perception +25 (darkvision)
Languages Aklo, Chthonian, Diabolic, Draconic, Empyrean, Necril, Sakvroth, Utopian, Telepathy 100 Feet, Truespeech
Skills Lore +26, Lore +26, Arcana +24, Intimidation +26, Occultism +24, Religion +27, Society +26
Str +8, Dex +6, Con +6, Int +5, Wis +8, Cha +7

AC 33; Fort +23; Reflex +21; Will +25;
HP 240
Speed 30 feet (fly 50 feet)
Immunities fear effects
Weaknesses Unholy 10
Resistances Fire 10

Binding Chains One Action +27 (+22, +17) to hit (disarm, finesse, holy, magical, trip) 2d6 Fire + 3d8+11 Bludgeoning
Blazing Sigil One Action +25 (+20, +15) to hit (fire, holy, magical, spirit) 5d6 Fire

Telepathy 100 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Archon's Protection Reaction

Trigger An enemy damages the archon's ally and both are within 15 feet of the archon


Effect The ally gains resistance 15 to all damage against the triggering damage, and the archon can make a Strike against the enemy.

Effect: Archon's Protection

Censorious Lash (divine, incapacitation, mental)

When the exscinder hits a creature with a binding chains Strike, that creature must attempt a DC 30 will save. On a failure, it's controlled by the exscinder for its frst action on its next turn (or controlled for its entire next turn on a critical failure).

Change Size One Action (concentrate, divine, polymorph)

The exscinder changes size to their choice of Huge, Large, Medium, or Small.

Temper thy Words One Action (auditory, concentrate, divine)

The exscinder chooses one written text within 120 feet. They don't need to be able to observe the text, but they can't target one that's deliberately Concealed. The exscinder censors the text, modifying it to their wishes. The text can't be referenced, making it useless for functions like Casting a Spell from a scroll, preparing spells from a spellbook, or consulting a scholarly journal. If the text is attended, the creature possessing it can attempt a DC 33 will save; an unattended text automatically gets a critical failure.


Divine Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Light, Message
1st Level: Heal (At Will), Sure Strike
2nd Level: Invisibility (At Will)
3rd Level: Ring of Truth
4th Level: Rewrite Memory (At Will), Translocate (At Will)
5th Level: Divine Immolation
7th Level: Interplanar Teleport


Mortals require protection from forbidden knowledge and heretical texts. Anywhere across the planes, an exscinder might arrive to claim, confscate, and destroy the dangerous thoughts within. Considering themselves avatars of the virtue of temperance, exscinders repeat the lesson that the cautious tongue refuses to speak wicked words. Though they pass on these words, it's rare for them to take much note of ordinary mortals. The danger is not necessarily the person who learns, but the evil knowledge itself. It's the weed that grows beyond the words on the page and must be torn out by its roots.


Traits

Rare

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.

Archon

Members of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.