🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Tareth IviciCreature 10


Rare​Medium​Human​Humanoid​Unholy​
Source Pathfinder Adventure Path: Hell's Destiny
Perception +19 ((+33 to Sense Motive))
Languages Common, Diabolic
Skills Lore +33, Lore +30, Deception +22, Diplomacy +33, Religion +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4

AC 27; Fort +19; Reflex +16; Will +33; +2 circumstance to all saves vs. fear
HP 180
Speed 25 feet
Resistances Fire 10

Staff of Office One Action +19 (+14, +9) to hit (magical, two hand d8) 2d4+8 Bludgeoning + 1d6 Fire
Fist One Action +18 (+14, +10) to hit (agile, nonlethal, unarmed) 1d4+8 Bludgeoning

+14 to Sense MotiveContract Specialist

For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.

Death is a Promotion

The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.

Friends in Low Places

Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.

Technically Correct

The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.

+2 Circumstance to All Saves vs. FearMasquerade Two Actions (manipulate)

You arrange the scarf over your lower face, and it casts a 2nd-rank Illusory Disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise, but it can still be felt if touched.

A Favor for a Favor Three Actions (concentrate, divine)

The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting Hidden clauses in the contract requires a successful DC 43 society or a DC 38 legal-lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).

Request Document Three Actions (concentrate, divine)

The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a legal-lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.


Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.

Success A copy of the contract appears before the infernal registrar after 1 hour.

Failure The attempt fails, but the infernal registrar can try again after 24 hours.

Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.


Divine Innate Spells (DC 29, +21 to hit)

Cantrips (5th Level): Detect Magic, Ignition, Read Aura
1st Level: Fear
2nd Level: Translate (At Will)
3rd Level: Chilling Darkness, Locate, Ring of Truth
4th Level: Detect Scrying, Suggestion
5th Level: Banishment, Divine Immolation


The infernal registrar is a mortal representative of Hell's bureaucracy. They can access copies of all infernal contracts signed by a denizen of their world and can navigate the machinations of Hell's many devils. They can grant special access—for a price.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Unholy

Effects 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.