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Uniila OccultistCreature 10


UncommonMediumDevilEvilFiendLawfulUnholy
Source Pathfinder #190: The Choosing
Perception +21 (greater darkvision)
Languages Aklo, Common, Diabolic, Draconic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +20, Arcana +23, Deception +22, Intimidation +20, Occultism +21, Religion +19, Society +21, Stealth +22
Str +3, Dex +6, Con +4, Int +7, Wis +5, Cha +6

AC 30; Fort +17; Reflex +19; Will +21; +1 status to all saves vs. magic
HP 155
Speed 25 feet (fly 40 feet)
Immunities fire
Weaknesses Holy 10
Resistances Physical 10

Dagger One Action +23 (+19, +15) to hit (agile, deadly d10, evil, finesse, magical, unholy, versatile s) 1d4 + 9 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 100 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.

+1 Status to All Saves vs. MagicEvery Dagger Two Actions

Requirements The uniila wields four daggers


Effect The uniila attempts a single dagger Strike against a target. If this Strike hits, the uniila deals three extra dice of weapon damage.

Fearsome Magic One Action (emotion, fear, mental, spellshape)

Frequency Once per hour


Effect If the uniila's next action is to cast a harmful spell, creatures who fail their saving throw against the spell are Frightened 1 (Frightened 2 on a critical failure), in addition to the spell's other effects.

Witch Token

Frequency Once per day


Effect As an activity that takes 1 hour, the uniila creates a token in the shape of a piece of jewelry. When the witch token is invested by a mortal, all of the mortal's spells, except those cast at the highest level the mortal can cast, count as 1 level higher for the purpose of counteracting other spells and being counteracted. The creature can also Activate the witch token to Cast a Spell once per day. This spell is chosen from one of the uniila's arcane spontaneous spells of rank 4 or lower when the uniila creates the token. While a creature has the witch token invested, it treats its saving throws against the uniila's spells as one degree of success worse, and the uniila always knows the distance and direction to the creature. A creature can't have more than one witch token invested, and an uniila can't have more than one witch token in existence. The uniila can destroy their witch token as a free action with the concentrate trait; if the witch token is invested when the uniila does so, the creature that has the witch token invested takes 9d8 mental damage (DC 29 will).

Witch Token


Occult Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th Level): Chill Touch, Detect Magic, Message, Read Aura, Shield
1st Level (3 slots): Illusory Disguise, Magic Missile, Ray of Enfeeblement, Unseen Servant
2nd Level (3 slots): Augury, Dispel Magic, Mirror Image, Touch of Idiocy
3rd Level (3 slots): Enthrall, Mind Reading
4th Level (3 slots): Confusion, Modify Memory, Resilient Sphere
5th Level (3 slots): Crushing Despair, Shadow Siphon

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

2nd Level: Invisibility
4th Level: Blink, Dimension Door, Dimension Door (At Will), Discern Lies, Outcast's Curse, Read Omens


Rituals

Infernal Pact


Uniilas frequently join mortal cults, but not as leaders—instead, the uniila lurks behind the master or demagogue who leads the cult.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.