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HurliluCreature 11


RareLargeChaoticEvilFiendLiluUnholy
Source Pathfinder #190: The Choosing
Perception +21 (darkvision, lifesense (imprecise) 120 feet)
Languages Chthonian, Common, Sussuran, Telepathy 100 Feet
Skills Acrobatics +24, Athletics +20, Intimidation +22, Religion +21, Stealth +24
Str +5, Dex +7, Con +4, Int +3, Wis +4, Cha +5

AC 32; Fort +19; Reflex +24; Will +21;
HP 170
Speed 25 feet (fly 60 feet)
Immunities disease
Weaknesses Holy 10
Resistances Physical 10, Poison 10

Beak One Action +24 (+19, +14) to hit (finesse, magical, reach 15, unarmed, unholy) 1d6 Bleed + 2d10 + 11 Piercing
Talon One Action +24 (+20, +16) to hit (agile, finesse, magical, reach 10, unarmed, unholy) 1d6 Bleed + 2d6 + 11 Slashing

Telepathy 100 feet (aura, magical)

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.

Lifesense (Imprecise) 120 feet (divine)

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Dominate the Air Reaction

Requirements The hurlilu is flying

Trigger A creature within 30 feet leaves the ground using a fly Speed


Effect The hurlilu casts Earthbind on the triggering creature.

Dive Bomb One Action

Frequency once per round


Effect The hurlilu Strides using its fly Speed and makes a Strike at the end of that movement.

Flesh Tearer

If a hurlilu critically hits a foe with a melee Strike, the foe's flat check to recover from any resulting bleed damage is DC 19 instead of DC 15.


Primal Innate Spells (DC 30, +22 to hit)

Cantrips (6th Level): Detect Magic, Produce Flame
1st Level: Fear (At Will), Gust of Wind
2nd Level: Dispel Magic
3rd Level: Earthbind (At Will), Lightning Bolt, Wall of Wind
4th Level: Dimension Door (At Will)


Pazuzu's Abyssal realm of High M'Vania is perched on the edge of an impossibly tall cliff. The demon lord and his minions claim the air around the cliff, guarding it against enemies and usurpers alike. Hurlilus, resembling horned, humanoid hawks with blood-red taloned feet and wings in place of arms, patrol these skies at their lord's command. Yet, hurlilus are surly and rebellious by nature, preferring to lead rather than follow orders. They'd prefer to spend their time bullying smaller creatures in High M'Vania's vast cliffside cities, but they're unwelcome there and driven out when discovered by occupants with greater authority (or by those who want to earn greater authority).

Hurlilus make good guardians, particularly when they have leave to travel over great distances on patrol routes and can engage in spontaneous cruelty if the opportunity arises. However, they chafe in Pazuzu's service. Some forsake High M'Vania entirely and migrate to other parts of the Abyss, where they lead gangs of lesser fiends they've bullied into submission. A few hurlilus have made their way to Golarion, where they roost in aeries with subservient harpies, manticores, or other foul flying creatures. A dozen or so hurlilus serve high positions in the Mivanians, the brutal enforcers of the Halana Theocracy.


The hurlilu is the weakest and smallest of the avian fiends collectively known as lilus. All lilus are chaotic evil fiends who can fly, are immune to disease, have mixed avian and humanoid appearances, possess darkvision and lifesense, and resist physical damage (except from cold iron). Most have a selection of primal innate spells (often including a primal version of dimension door).


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.

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.