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ImvathCreature 19


RareLargeDemonFiendUnholy
Source Pathfinder #212: A Voice in the Blight
Perception +33 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Common, Empyrean, Telepathy 100 Feet, Truespeech
Skills Acrobatics +31, Arcana +33, Athletics +37, Deception +35, Diplomacy +33, Intimidation +35, Religion +35, Society +32, Stealth +33
Str +10, Dex +6, Con +6, Int +5, Wis +8, Cha +6

AC 43; Fort +33; Reflex +31; Will +35; +1 to all saves vs. magic
HP 400
Speed 30 feet (fly 30 feet)
Weaknesses Cold Iron 15, Holy 15

Jaws One Action +37 (+32, +27) to hit (magical, unarmed, unholy) 4d8+18 Bludgeoning
Fist One Action +37 (+32, +27) to hit (magical, reach 10, unarmed, unholy) 4d10+18 Bludgeoning
Claw One Action +37 (+33, +29) to hit (agile, magical, reach 10, unarmed, unholy) 4d4+18 Slashing + 2d6 Bleed

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. MagicFrightful Presence (aura, emotion, fear, mental)

30 feet. DC 38 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Reactive Strike (Fist or Claw Only) Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Restoration Vulnerability

The first time each round that a creature avoids death via an effect like breath of life or spends all their Hero Points to avoid death (but not if a dead creature is restored to life), or the first time each round a broken object is repaired to full Hit Points (such as via a mending or remake spell) within 120 feet of the imvath, the demon takes 6d6 mental damage.

Doom Soul (divine)

An imvath's fangs rip and tear souls as easily as they do flesh and bone. The first time in a round that a creature takes any spirit damage from an imvath's bite, it must succeed at a DC 41 will save or its doomed condition value increases by 1.

Lasting Form

When an imvath casts humanoid form, the spell's duration lasts until their next daily preparations.

Improved Knockdown Free Action

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Divine Innate Spells (DC 41, +33 to hit)

Cantrips (10th Level): Divine Lance
1st Level: Charm
2nd Level: Humanoid Form
4th Level: Nightmare (At Will), Suggestion, Translocate, Translocate (At Will)
5th Level: Truespeech (Constant)
6th Level: Phantasmal Calamity, Truesight (Constant)
7th Level: Divine Decree
9th Level: Phantasmagoria
10th Level: Cataclysm


Rituals

Demonic Pact, Geas, Control Weather


Some demons embody subtle methods in their pursuit of tempting mortals to fall into sin so that their souls will be damned to the Outer Rifts. Others embrace brutality and devastation and seek instead to ruin mortal lives and accomplishments. The imvath is both, for their whispers encourage mortals to seek not only their own destruction, but also the destruction of their worlds, so the imvath can enjoy the spectacle of extinction. Thankfully rare, imvaths arise from the souls of mortals whose acts came close to, or actually ended, worlds.

An imvath appears as an androgynous, towering, pale humanoid with four red eyes, an oversized mouth filled with fangs, and dozens of blood-red spurs. One arm is muscular, while the other is gaunt. Its legs end in burning hooves, while a lion's tail and bat wings complete its frame.

Imvath Goals

Whether as generals among demonic armies or as assassins and saboteurs of nations, imvaths know that a world's destruction requires time and dedication. When not actively enjoying planetary devastation, they lend their talents at ruination to those whose work can set a world on just such a path to doom.


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.

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.