Ulressia The BlessedCreature 19
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +35 (darkvision, crystal sense (imprecise) 30 feet)
Languages Diabolic, Draconic, Empyrean, Tongues
Skills Acrobatics +35, Diplomacy +35, Intimidation +37, Religion +33
Str +10, Dex +6, Con +7, Int +6, Wis +6, Cha +8
AC 42; Fort +34; Reflex +33; Will +31; +1 status to all saves vs. magic
HP 355
Speed 40 feet (fly 75 feet)
Weaknesses Holy 15
Resistances Energy 5
Warhammer
+38 (+33, +28) to hit (magical, shove) 3d8+20 BludgeoningDagger
+34 (+30, +26) to hit (agile, finesse, magical, thrown 10, versatile s) 1d4+20 PiercingCrystal Sense (Imprecise) 30 feet
Ulressia automatically detects crystals or crystalline items within 30 feet.
Constant SpellsA 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 Status to All Saves vs. MagicAttack of Opportunity
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.
Aura of Angry Crystals (aura, divine, visual)60 feet. Any creature that ends its turn in the aura while in possession of any crystals, gemstones, or other precious stones must attempt a DC 39 fortitude save.
Critical Success The creature is unaffected and is immune to the aura for 1 hour.
Success The creature is unaffected.
Failure The creature's crystals reverberate with Ulressia's vengeful aura, sharpening at every corner and digging, as if powerfully magnetized, into the creature's flesh.
The creature takes 4d6 piercing damage, plus 5 void damage for every 2,000 gp the crystals are cumulatively worth (maximum 40 damage).
The creature can't discard the crystals until they leave the aura or roll a successful save against it.
Critical Failure As failure, but 8d6 piercing damage, plus 10 void damage for every 2,000 gp of the crystals' value (maximum 80 damage).
Ulressia can deactivate or activate this aura using a single action, which has the concentrate trait.
Crystallize Blood
(divine)Ulressia channels her warped powers over crystals through her blade and into a creature's body, partially crystallizing its blood.
Ulressia makes a melee dagger Strike. On a hit, the creature takes damage as normal and must also roll a DC 41 fortitude save.
Critical Success The creature is unaffected.
Success The creature is Drained 1.
Failure The creature is Drained 1, plus Slowed 1 for 1 round.
Critical Failure The creature is Drained 2, plus Slowed 1 for 1d4 rounds.
Stunning Strike
Requirements Ulressia hit a foe earlier this turn with a weapon Strike
Effect Ulressia makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 41 fortitude save or become Stunned 1. On a critical failure, the foe is Stunned 2 instead.
Divine Innate Spells (DC 39, +33 to hit)
Cantrips (10th Level): Light
1st Level: Harm
2nd Level: Invisibility (At Will) (Self Only)
4th Level: Discern Lies (At Will), Divine Wrath, Meld into Stone
5th Level: Tongues (Constant)
7th Level: Blade Barrier, Divine Decree, Unfettered Pack, Wall of Ice
8th Level: Shatter
9th Level: Nature's Enmity, Shattering Gem
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.
AngelThis family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials 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.