Shard-Empowered VordineCreature 6
Source Pathfinder Society Scenario #6-17: The Devil in the Details
Perception +14 (greater darkvision)
Languages Common, Diabolic, Telepathy 100 Feet
Skills Lore +14, Acrobatics +15, Athletics +16, Intimidation +14, Religion +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
AC 24; Fort +17; Reflex +14; Will +11; +1 status to all saves vs. magic
HP 80
Speed 25 feet
Immunities fire
Weaknesses Holy 5
Resistances Physical 5, Poison 5
Trident
+16 (+11, +6) to hit (magical, unholy) 2d8+10 PiercingWhip
+16 (+11, +6) to hit (disarm, finesse, magical, nonlethal, reach 10, trip, unholy) 2d4+10 BludgeoningHoof
+16 (+12, +8) to hit (agile, magical, unholy) 2d4+7 Bludgeoning + 1d4 FireTrident
+14 (+9, +4) to hit (magical, thrown 20, unholy) 2d8+10 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.
+1 Status to All Saves vs. MagicReactive Shield Arm
Trigger A creature successfully Strikes the vordine
Effect The vordine immediately grows a warshard shield out of its arm, gaining +2 AC against the triggering Strike. This shield then functions as a 3rd-rank Shielded Arm spell would.
Reactive Strike
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Burning Hoofprints
(divine, fire, unholy)The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.
Trident of Dis
The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.
Warshard Healing
(concentrate)Frequency once per hour
Effect The vordine draws upon the power of the warshard to bolster its health. It gains fast healing 5 for 1 minute.
Divine Innate Spells (DC 19, +11 to hit)
4th Level: Translocate (At Will)
Rituals
The vast city of Dis trains endless legions of vordines to guard the upper layers of Hell and march across the planes at the archdevils' orders. Although quick to bend their knees to higher-ranking devils and even mortals favored by Asmodeus, vordines are relentlessly cruel to orts and other devils they can call their subordinates.
Although higher ranks in the infernal military are held by more powerful devils, like the nessari who serve as generals, a labyrinthine structure gives each vordine a rank and certain responsibilities. Some vordines are responsible for the battlefield command of squads, while others relay orders from above or are set to handling specific administrative tasks for their unit. The greatest gift one can offer a vordine is an increased rank to lord over other vordines.
Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
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.