LevalochCreature 7
Source Pathfinder Monster Core 2
Perception +16 (greater darkvision)
Languages Diabolic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +14, Athletics +17, Intimidation +14, Religion +14
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +1
AC 25; Fort +17; Reflex +14; Will +12; +1 status to all saves vs. magic
HP 105
Speed 30 feet (climb 30 feet)
Immunities fire
Weaknesses Holy 5
Resistances Physical 5
Trident
+19 (+14, +9) to hit (magical, unholy) 2d8+12 PiercingTrident
+16 (+11, +6) to hit (magical, thrown 20, unholy) 2d8+12 PiercingGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
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.
HellstriderA levaloch ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage.
A levaloch can move through liquids up to 5 feet deep at their full Speed.
+1 Status to All Saves vs. MagicPhalanx FighterAll devils of equal or lower level adjacent to a levaloch gain a +1 circumstance bonus to their AC as the levaloch shields them from harm.
Effect: Phalanx Fighter
Stable StanceA levaloch gains a +2 circumstance bonus to their Fortitude DC against being Shoved and to other saving throws to resist being moved against their will.
Barbed NetWhen a levaloch hits a creature with their barbed net, the net wraps around the target, which becomes Clumsy 1 and takes a -10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also Immobilized.
When a creature Escapes, or if the Strike misses, the net crumbles into rust.
Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds.
Effect: Barbed Net
Forge Weapon
(manipulate)A levaloch reforges part of their barbed iron substance into a new +1 Striking trident or barbed net. Their previous trident crumbles to rust.
When the levaloch is destroyed, any tridents or barbed nets they created crumble to rust.
Merciless ThrustWhen a levaloch hits a creature that has the Clumsy, Enfeebled, Immobilized, or Restrained conditions with a melee trident Strike, the Strike deals an additional 2d6 damage.
Rituals
Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters-creatures of absolute discipline endlessly obedient to diabolical tyrants.
There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
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.