KylixCreature 4
Source Pathfinder Adventure Path: Hellbreakers
Perception +11 (greater darkvision)
Languages Common, Diabolic, Plus Three Regional Languages; Telepathy 100 Feet
Skills Lore +12, Lore +12, Deception +12, Diplomacy +12, Performance +12, Religion +10, Society +12
Str +1, Dex +2, Con +2, Int +5, Wis +2, Cha +3
AC 20; Fort +9; Reflex +12; Will +10; +1 status to all saves vs. magic
HP 57
Speed 25 feet
Immunities fire
Weaknesses Holy 5
Resistances Physical 5
Fist
+12 (+8, +4) to hit (agile, finesse, nonlethal, unarmed, unholy) 2d6+2 Bludgeoning + 2 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.
False FriendThe kylix's non-damaging spells gain the subtle trait.
Raise a GlassWhen a kylix is holding a drink and not wielding weapons or wearing armor, they're continually protected by a Sanctuary spell (DC 21 will). If the kylix breaks the sanctuary spell, the effect returns if the devil doesn't take any hostile actions for 10 minutes. Additionally, while protected by a sanctuary spell, the kylix can roll Diplomacy for initiative.
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. MagicCourteous Causerie
(concentrate, magical)The kylix attempts a deception, diplomacy, performance, or society check, and compares their result against the Will DCs of up to four creatures within 60 feet. On a success, these creatures are Fascinated for 1 round. The kylix can Sustain this effect, increasing the duration of this fascination by 1 round for up to 1 minute. When the fascination ends, the affected creatures are then temporarily immune to Courteous Causerie for 1 hour.
Hand in GloveThe kylix can flank an enemy if it's within reach of both an ally and themself; the kylix and their ally don't have to be on opposite sides. This benefits the kylix's allies as well, but only if they're flanking with the kylix, not each other. Other requirements for flanking must still be met.
Sparkling WitA creature Fascinated by a kylix is Off-Guard to the kylix.
Divine Innate Spells (DC 21, +13 to hit)
Cantrips (2nd Level): Bullhorn, Message, Prestidigitation, Shield
1st Level: Bane, Charm (At Will)
2nd Level: Invisibility, Silence
Rituals
The elegant and mortal-appearing kylixes, or cupbearer devils, rarely hide their infernal nature, preferring to dress tastefully and immaculately to accentuate the beauty and symmetry of their forms. Theirs is the dance of idle speech and clever chatter, half-promises of friendship amid smiling hints of dalliance. They make friends swiftly wherever they go, and their presence alone seems to prevent insurrection and conflict. The cupbearers are the face of occupation; with their devilish charms, they can rob a rebellion of its revolutionaries, waylay spouses from their partners, steal children from cradles, and get thanked for it all.
The cupbearers shape art and culture, wielding their talents in hospitality and merrymaking to seduce their guests and entourages toward the glamour of evil. Hell is, after all, a bastion of civilization; the cupbearers, with their twinkling vessels and carelessly sincere flattery, remind that Hell is the best place to be, and you have nothing to fear from its laws.
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.