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MareshiahCreature 20


UniqueMediumDevilFiendUnholy
Source Pathfinder Adventure Path: Hell's Destiny
Perception +35 (greater darkvision)
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth, Telepathy 100 Feet, Truespeech
Skills Lore +41, Arcana +32, Athletics +32, Deception +38, Diplomacy +34, Intimidation +34, Religion +32, Society +32, Stealth +31
Str +5, Dex +6, Con +6, Int +10, Wis +7, Cha +7

AC 45; Fort +32; Reflex +32; Will +36; +1 status to all saves vs. magic
HP 325
Speed 25 feet
Immunities fire
Weaknesses Holy 20
Resistances Physical 20, Poison 20

Binding Contract One Action +38 (+34, +30) to hit (agile, disarm, magical, reach 10, trip, unholy) 4d6+15 Slashing
Horn One Action +36 (+31, +26) to hit (magical) 4d10+15 Piercing

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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. MagicWard Contract

A signed contract carried by Mareshiah (including draped over her horns) is immune to damage from all creatures other than her. Mareshiah is immune to mental effects that would make them destroy, nullify, or alter a contract.

Draft Contract Three Actions (divine, manipulate)

Mareshiah produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by Mareshiah. To receive any of those benefits, the mortal must willingly sign their true name to the contract. At that point, the mortal's soul is bound to Mareshiah and Hell.

While the contract is in effect, the victim can't be restored to life except by a wish ritual or similar magic. If the mortal is restored to life by those means, Mareshiah knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a pinpoint spell. Avoiding the terms of an infernal contract is difficult and often dangerous.

Greater Constrict One Action

(3d6+15) bludgeoning, DC 42 fortitude

Only when grabbed by Binding Contract


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Infernal Investment

Mareshiah can cast a 10th-rank innate Scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.

Infernal Wound (divine)

The wounds from Mareshiah's Strikes resist healing.

A spellcaster or item attempting to use healing magic on a creature damaged by Mareshiah's Strikes must first attempt to counteract infernal wound (DC 42). If it isn't counteracted, the healing has no effect.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 44, +36 to hit)

Cantrips (10th Level): Detect Magic
2nd Level: Silence
3rd Level: Locate (At Will)
4th Level: Peaceful Bubble, Translocate, Translocate (At Will)
5th Level: Mind Probe (At Will), Sending (At Will), Truespeech (Constant)
6th Level: Repulsion, Scrying (At Will, See Infernal Investment), Spirit Blast, Truesight
7th Level: Execute, Interplanar Teleport
8th Level: Divine Inspiration, Pinpoint
9th Level: Foresight, Massacre


Rituals

Diabolic Pact



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Devil

A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to 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.