UrevianCreature 9
Source Pathfinder #164: Hands of the Devil
Perception +19 (greater darkvision)
Languages Aklo, Chthonian, Common, Diabolic, Empyrean, Necril, Sakvroth, Telepathy 100 Feet, Tongues
Skills Lore +23, Acrobatics +17, Deception +21, Diplomacy +19, Intimidation +19, Religion +19, Society +19, Thievery +18
Str +3, Dex +4, Con +3, Int +6, Wis +4, Cha +6
AC 28; Fort +18; Reflex +17; Will +22; +1 status to all saves vs. magic
HP 135
Speed 25 feet
Immunities fire
Weaknesses Holy 10
Resistances Physical 10, Poison 10
Diabolic Quill
+21 (+17, +13) to hit (agile, evil, fatal d12, finesse, magical, reach 10, unholy) 2d6+9 PiercingHorn
+20 (+15, +10) to hit (magical, unarmed, unholy) 3d10+9 PiercingGreater 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.
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. MagicDistracting DeclarationUrevian keeps a few sly words at the ready to distract enemies. He always uses Deception for initiative.
Ward ContractAny signed contract Urevian carries (including any draped over his horns) is immune to damage from creatures other than Urevian. In addition, Urevian is immune to mental effects that would make him alter, nullify, or destroy a contract.
Draft Contract
(divine, manipulate)Urevian produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a Wish spell but fulfilled to the letter by Urevian. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to Urevian and to Hell.
While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a Locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Wound (divine)Urevian's Strikes also deal 2d6 bleed that resists attempts to heal them.
The flat check to stop the bleeding starts at DC 20 flat. The DC is reduced to DC 15 flat only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5.
A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 28 counteract check or the magic fails to heal the creature.
Effect: Infernal Wound
Right of InspectionUrevian can cast his innate Scrying spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled.
Divine Innate Spells (DC 30, +22 to hit)
Cantrips (5th Level): Detect Magic
2nd Level: Silence
3rd Level: Enthrall, Locate (At Will), Mind Reading (At Will)
4th Level: Dimension Door, Dimension Door (At Will), Private Sanctum
5th Level: Flame Strike, Mind Probe, Sending, Tongues (Constant)
6th Level: Scrying (At Will) (See Right of Inspection), Wall of Force
Rituals
Infernal Pact, Inveigle, Call Spirit
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.
DevilA family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
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.
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.