Spectral DevilCreature 10
Source Pathfinder Lost Omens Monsters of Myth
Perception +19 (greater darkvision, scent (imprecise) 30 feet)
Languages Chthonian, Varisian
Skills Acrobatics +22, Intimidation +23, Stealth +22, Survival +19
Str -5, Dex +7, Con +5, Int +0, Wis +4, Cha +3
AC 28; Fort +22; Reflex +19; Will +16; +1 status to all saves vs. magic
HP 140 (void healing)
Speed 0 feet (fly 50 feet)
Immunities bleed, disease, fear effects, paralyzed, poison, precision, unconscious
Resistances All Damage 10
Greater 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.
+1 Status to All Saves vs. MagicAttack of Opportunity (Ghostly Hoof Only)
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.
Rejuvenation (divine)Destroying the Spectral Devil releases its pure, evil essence into the world, where it can find a new body and re-form. When the Spectral Devil is destroyed, its essence finds the remains of a dead horse and rebuilds its physical body over the course of 1d10 days. Only completing a Consecrate ritual heightened to at least 6th level, which consecrates the site of the Spectral Devil's destruction to a good deity, can prevent the Spectral Devil from returning and haunting the world once more.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Accursed Shriek
(curse, occult, sonic)The Spectral Devil unleashes a terrifying whinny in a 30-foot cone that deals 5d10 sonic damage. Each creature in the area must attempt a DC 29 reflex save.
The Spectral Devil can't use Accursed Shriek for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Frightened 2 by the eerie noise.
Critical Failure The creature takes full damage, is frightened 2, and becomes cursed. The victim's mind echoes with the sound of the whinny, impairing concentration. The cursed creature is Stupefied 2 until the curse is removed.
Trample
Medium or smaller, Ghostly Hoof, DC 26 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).
Occult Innate Spells (DC 26, +18 to hit)
Cantrips (5th Level): Produce Flame
1st Level: Gust of Wind (At Will)
2nd Level: Obscuring Mist
3rd Level: Fireball
4th Level: Dimension Door, Phantasmal Killer
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.
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.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
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.