Shard-Empowered LevalochCreature 8
Source Pathfinder Society Scenario #6-17: The Devil in the Details
Perception +17 (greater darkvision)
Languages Common, Diabolic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +17, Athletics +18, Intimidation +13, Religion +15
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +1
AC 27; Fort +18; Reflex +15; Will +13; +1 status to all saves vs. magic
HP 110 (fast healing 5 (deactivated by holy)
Speed 30 feet (climb 30 feet)
Immunities fire, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, void
Weaknesses Holy 5
Resistances Physical 5
Trident
+20 (+15, +10) to hit (magical, unholy) 2d8+9 PiercingTrident
+17 (+12, +7) to hit (magical, thrown 20, unholy) 2d8+9 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)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. MagicFast Healing 5 (Deactivated by Holy)A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Phalanx 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 Warshard Weapon
(manipulate)A levaloch recalls their warshard-infused iron back to create a new +1 striking trident or barbed net. A creatures on the line between the weapon and the levaloch must make a DC 23 reflex save against 7d8 piercing damage. The levaloch's 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.
Divine Innate Spells (DC 0, +0 to hit)
4th Level: Translocate (At Will)
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.
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.