InstilloCreature 8
Source Pathfinder Adventure Path: Hellbreakers
Perception +16 (greater darkvision)
Languages Common, Diabolic, Empyrean, Utopian, Telepathy 100 Feet; Truespeech
Skills Arcana +16, Deception +18, Diplomacy +18, Occultism +16, Performance +18, Religion +18, Society +18
Str +2, Dex +3, Con +2, Int +4, Wis +3, Cha +6
AC 26; Fort +14; Reflex +15; Will +18; +1 status to all saves vs. magic
HP 135
Speed 25 feet
Immunities fire
Weaknesses Holy 8
Resistances Physical 8
Light Mace
+19 (+15, +11) to hit (agile, finesse, magical, shove) 3d4+5 BludgeoningTelepathy 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicCorrecting Veil (aura, linguistic, mental, subtle)100 feet. The instillo's telepathic presence constantly monitors perspectives and molds thought toward an infernal clarity. Creatures within the aura gain the Dubious Knowledge skill feat but are unaware of this effect. The instillo is instantly aware when any creature within the aura fails a Recall Knowledge check and influences the erroneous information that the creature gains.
Nod of the TongueCreatures who can understand Diabolic take a –2 status penalty to their Will saves against the instillo's effects with the auditory or mental trait.
Quiet Confidence
(concentrate, spellshape)The instillo can hide the source of their magic. If the next action the instillo uses is to Cast a Spell, that spell gains the subtle trait. The trait hides only the spell's spellcasting actions and manifestations, not its effects.
Sneak AttackThe instillo's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.
Superlative Rhetoric
(arcane)Frequency once per round
Requirements The instillo's most recent action was to cast a spell with the auditory trait
Effect The instillo immediately casts Daze at a creature that can hear them.
Arcane Prepared Spells (DC 26, +18 to hit)
Cantrips (4th Level): Bullhorn, Daze, Live Wire, Message, Telekinetic Hand
1st Level: Charm, Command, Fleet Step
2nd Level: Deafness, Laughing Fit, Stupefy
3rd Level: Enthrall, Paralyze
4th Level: Containment, Suggestion, Translocate
2nd Level: Status (At Will)
4th Level: Dispelling Globe, Dull Ambition
Rituals
Wherever learning and instruction is called for within the burning shadows of Hell, from the bureaus of Dis and coffers of Erebus to the war colleges of Malebolge and Caina's courtrooms, docent devils ply their unassuming and perspicacious trade. The instillo, so named for their creativity and talent in instilling a respect for Hell's ways and legitimacy to captive audiences, are valued for their ability to transform recently conquered lands into compliant, even loyal, client-states. The conquered are taught to be ashamed of their origins; the despairing are issued philosophies that displace blame and uncertainty upon the mistakes of history and geography; the orphaned are taught to respect those who orphaned them.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DevilA family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
FiendCreatures 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.
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.