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Grusk the PuskCreature 4


Unique​Small​Demon​Fiend​Unholy​
Source Pathfinder #214: The Broken Palace
Perception +11 (darkvision)
Languages Chthonian, Necril, Telepathy 100 Feet
Skills Acrobatics +8, Athletics +11, Deception +10, Intimidation +10, Religion +11
Str +5, Dex +2, Con +5, Int +0, Wis +3, Cha +2

AC 20; Fort +13; Reflex +8; Will +11;
HP 70
Speed 20 feet
Weaknesses Cold Iron 5, Holy 5

Jaws One Action +13 (+8, +3) to hit (magical, unarmed, unholy) 2d6+7 Piercing
Claw One Action +13 (+9, +5) to hit (agile, magical, unarmed, unholy) 2d4+7 Slashing

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.

Sloth

When a pusk regains their actions, roll 1d4. The pusk regains that many actions for the turn (to a maximum of 3, or 2 if the pusk is a minion).


Effects like the slowed condition can further reduce their number of actions.

Blood Slurp One Action

Requirements Grusk is adjacent to a creature taking persistent bleed damage


Effect Grusk attempts a jaws Strike against the bleeding creature. If he hits, he inflicts normal damage but also swallows a gulp of the creature's blood. The creature becomes Enfeebled 1 for 1 minute, and Grusk grows more energetic, losing his Sloth feature for 1 minute.

Frenzied Slashes Three Actions

The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the Clumsy 2 condition until the beginning of its next turn.

Threaten Imp One Action (auditory, linguistic)

Grusk barks a threatening order to an imp within 30 feet. That imp can use its reaction to Stride or Strike.

Vicious Criticals

A pusk makes the most of any weakness it finds. Whenever a pusk scores a critical hit with its claw Strike, the target takes an additional 1d6 bleed1d6 persistent bleed damage.


Divine Innate Spells (DC 21, +13 to hit)

1st Level: Fear, Grim Tendrils
2nd Level: Blood Vendetta
3rd Level: Slow


Rituals

Demonic Pact


Among the lowest and least powerful of all demons, the wretched pusks are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves.

Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of pusks ever manage to become something more. For this reason, pusks are quite accommodating when summoned by mortals. They're usually content to work under conditions few other fiends would accept, although they'll still gladly turn on even the kindest of masters who show even the slightest hint of weakness.


When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.

Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.


Traits

Unique

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.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.

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.