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The Ascendant (5-6)Creature 8


UniqueMediumDevilEvilFiendLawfulUnholy
Source Pathfinder Society Scenario #1-13: Devil at the Crossroads
Perception +19 (greater darkvision, truesight (precise) 60 feet)
Languages Common, Diabolic, Telepathy 30 Feet
Skills Arcana +14, Deception +21, Intimidation +16, Occultism +18, Religion +18, Stealth +14
Str +6, Dex +3, Con +4, Int +5, Wis +6, Cha +5

AC 27; Fort +16; Reflex +13; Will +19; +1 to all saves vs. magic
HP 165
Speed 30 feet (fly 40 feet)
Immunities death effects, fire
Weaknesses Holy 5
Resistances Physical 7, Poison 7

Flaming Mace One Action +20 (+15, +10) to hit (shove, unholy) 1d6 Fire + 2d6 + 9 Bludgeoning
Hoof One Action +17 (+13, +9) to hit (agile, unholy) 2d6+8 Bludgeoning
Pinions One Action +17 (+12, +7) to hit (unholy) 2d6+4 Piercing

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.

Telepathy 30 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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 to All Saves vs. MagicCovetous Flames

Any weapon the ascendant holds gains the effects of a Flaming and Striking rune while they hold it.

Furious Wings Two Actions

The ascendant beats their wings in a frenzied motion, creating a powerful blast of wind that disperses fog and gases, blows objects of light Bulk or less away. All creatures within 20 feet of the ascendant must succeed at a DC 23 reflex save or be pushed 5 feet away from the ascendant, or 10 feet on a critical failure. A flying creature that fails its save gets a critical failure instead.


Divine Innate Spells (DC 23, +13 to hit)

1st Level: Fear
2nd Level: Paranoia, Silence
3rd Level: Paralyze
4th Level: Dimension Door (At Will)
6th Level: True Seeing (Constant)



Traits

Unique

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.

Devil

A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.

Fiend

Creatures 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.

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.