Gredress TilnanosCreature 7
Source Pathfinder Adventure Path: Hellbreakers
Perception +15
Languages Common, Diabolic
Skills Lore +14, Lore +18, Arcana +16, Diplomacy +11, Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
AC 22; Fort +13; Reflex +12; Will +15;
HP 100
Speed 25 feet
Longspear
+17 (+12, +7) to hit (magical, reach) 1d8+9 PiercingFist
+16 (+12, +8) to hit (agile, nonlethal, unarmed) 1d4+9 BludgeoningDiabolic Certitude (divine, mental)
Some signifers are so assured of their power to control devils that they sometimes reach too far. When Gredress publicly espouses the superiority of Hell, she gains a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against devils. At the end of the day, Gredress must attempt a DC 20 will save or take a –1 status penalty to skill checks, AC, and saves against devils for 1 day (or –2 on a critical failure).
Effect: Diabolic Certitude
Breach the Pit
Requirements Gredress's last action was to cast a non-cantrip spell
Effect Gredress siphons energy drawn from Hell into her weapon. Until the end of the turn, the weapon deals an extra 2d6 damage.
Roll 1d20 to determine the type:
1–4 cold
5–12 fire
13–16 poison
17–20 void.
Devil SummoningGredress can cast a 5th-rank Summon Fiend arcane spell to summon a devil. To do so, she must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If Gredress is unable to Sustain the Spell, including if she's knocked out or killed, the spell continues, but the GM rolls a DC 10 flat each round, ending the spell on a failure.
Arcane Prepared Spells (DC 25, +17 to hit)
Cantrips (4th Level): Caustic Blast, Daze, Detect Magic, Light, Read Aura
1st Level: Fear, Fleet Step, Hydraulic Push
2nd Level: Blur, Floating Flame, Noise Blast, Telekinetic Maneuver
3rd Level: Crashing Wave, Fireball, Gravity Well, Paralyze
4th Level: Containment, Translocate, Vision of Death
Demonologists can pull a creature from the Outer Rifts and bend it to their will... for a time.
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
Traits
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
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.