MogaranCreature 17
Source Pathfinder #191: The Destiny War
Perception +30 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet
Skills Athletics +33, Deception +30, Intimidation +30, Religion +28, Stealth +28
Str +8, Dex +3, Con +5, Int +4, Wis +5, Cha +5
AC 38; Fort +30; Reflex +26; Will +30; +1 status to all saves vs. magic
HP 325
Speed 40 feet (fly 40 feet)
Weaknesses Cold Iron 15, Holy 15
Jaws
+33 (+28, +23) to hit (magical, reach 15, unarmed, unholy) 2d8 Bleed + 3d6+14 PiercingClaw
+33 (+29, +25) to hit (agile, magical, reach 15, unarmed, unholy) 3d10+14 SlashingTail
+33 (+28, +23) to hit (backswing, magical, reach 20, unholy) 3d12+14 BludgeoningTelepathy 100 feet (aura, magical)
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.
Constant SpellsA 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. MagicCrystal Implant (divine, mental)The wolf-head shaped crystal implanted in Mogaran's brow pulses with shadowy energy at the start of each of his turns. Any PC who's legendary in Arcana, Occultism, or Religion and sees this can attempt a DC 36 check using one of those skills (DC 36 arcana, DC 36 occultism, or DC 36 religion); on a success, they realize the crystal is manipulating Mogaran's actions in some way. If the crystal is destroyed or deactivated, Mogaran regains control of his actions. The crystal functions as a 19th-level magic item for the purposes of dispel magic, but it can also be destroyed by specifically targeting it (AC 40; Hardness 20; HP 90). Alternately, a character can pry the crystal from Mogaran's brow with a successful DC 36 athletics check, which takes an Interact action, but only if Mogaran is Immobilized.
Frightful Presence (aura, emotion, fear, mental)60 feet. DC 35 will
This aura is suppressed as long as Mogaran's crystal implant is functioning.
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.
Restoration VulnerabilityMogaran is repulsed by the restoration of souls. He takes (3d10+10) mental damage the first time each round a creature within 100 feet of him is restored to life or loses the Doomed condition.
Smoking WoundA creature damaged by Mogaran's jaws is Sickened 1 from the rank smell of vapors from the wound.
Soulfire Breath
(death, divine, void)Mogaran exhales ghostly green fire in a 60-foot cone. Living creatures in the area take 18d6 void damage (DC 38 reflex save). A good creature that fails this save becomes Stupefied 2 for 1 minute (Stupefied 4 on a critical failure). A creature slain by Soulfire Breath can't be resurrected except by powerful magic such as a wish spell. Mogaran can't use Soulfire Breath again for 1d4 rounds.
Soulfire Inhalation
(divine, healing)Requirements Mogaran's last action was Soulfire Breath
Effect Mogaran inhales and regains 10 healing Hit Points for each creature damaged by his Soulfire Breath. Any excess healing is gained as temporary Hit Points, which remain for 1 minute.
Stunning Tail (incapacitation)If Mogaran critically hits with his tail Strike, the target must succeed at a DC 38 fortitude save or be Stunned for 1 round ([/gmr 1d4 #Stunned Duration] rounds on a critical failure).
Trample
Large or smaller, claw, DC 38 reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Divine Innate Spells (DC 38, +30 to hit)
4th Level: Dimension Door, Dimension Door (At Will), Divine Wrath (At Will)
6th Level: True Seeing (Constant)
8th Level: Divine Aura, Earthquake, Power Word Stun
9th Level: Massacre
Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others.
Traits
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.
DemonA 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.
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.