Pairaka (One-Shot #4)Creature 7
Source Pathfinder One-Shot #4: Mark of the Mantis
Perception +15 (greater darkvision)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Acrobatics +14, Arcana +13, Deception +20, Diplomacy +20, Intimidation +16, Religion +13, Society +13, Stealth +16
Str +3, Dex +5, Con +3, Int +2, Wis +4, Cha +7
AC 24; Fort +12; Reflex +16; Will +17; +1 status to all saves vs. magic
HP 105
Speed 25 feet (fly 35 feet)
Immunities disease
Weaknesses Cold Iron 5, Holy 5
Claw
+16 (+12, +8) to hit (agile, finesse, magical, unarmed, unholy) 2d8+6 SlashingPoisoned Dart
+16 (+12, +8) to hit (agile, thrown 20, unholy) 1d4+6 Piercing + 1d8 PoisonGreater 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)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.
+1 Status to All Saves vs. MagicHatred of RedPairakas hate the color red. They won't wear the color or willingly enter any place painted red. Given a choice, they'll attack a creature wearing red first.
If barred from expressing their displeasure toward the color by force or some magical effect, they take 2d6 mental damage at the end of their turn.
Bubonic Plague (disease)A creature can't remove the fatigued condition while infected
Saving Throw DC 23 fortitude
Onset 1 day
Stage 1 Fatigued (1 day)
Stage 2 Enfeebled 2 and fatigued (1 day)
Stage 3 Enfeebled 3, fatigued, and take 1d6 bleed every 1d20 minutes (1 day)
Change Shape
(concentrate, divine, polymorph)The pairaka can take the appearance of any Small or Medium humanoid or animal. This doesn't change their Speed or their attack and damage modifiers with the Strikes, but it might change the damage type their strikes deal.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Tormenting Dreams
(divine, emotion, mental)Frequency once per day
Effect The pairaka torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 will save, with the effects of the Nightmare spell.
Divine Innate Spells (DC 25, +15 to hit)
Cantrips (4th Level): Detect Magic
4th Level: Charm (At Will), Dimension Door (At Will), Misdirection (At Will, Self Only), Outcast's Curse (At Will), Suggestion (At Will)
Rituals
Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal-they seek to thwart and ruin the schemes and works of mortal beings.
Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.
Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying the ties of friendship and love through emotional and physical corruption and plague. Pairakas appear as beautiful, blue-skinned humanoids spotted with large rashes and boils, but they rarely take on their true forms. Instead, they adopt shapes that attract just enough attention for them to worm their way into the confidences of those they wish to torment and 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.
DivDivs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater darkvision and weakness to cold iron and good damage.
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.