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UrglidCreature 13


LargeDemonFiendUnholy
Source Pathfinder Monster Core 2
Perception +20 (darkvision, tremorsense (imprecise) 60 feet, truesight (precise) 60 feet)
Languages Chthonian, Common, Draconic, Empyrean, Necril, Telepathy 100 Feet
Skills Lore +24, Athletics +27, Crafting +24, Deception +22, Intimidation +27, Religion +24, Society +22, Stealth +27
Str +9, Dex +4, Con +8, Int +4, Wis +3, Cha +4

AC 31; Fort +26; Reflex +20; Will +20; +1 status to all saves vs. magic
HP 290
Speed 30 feet (burrow 40 feet, climb 20 feet)
Weaknesses Cold Iron 10, Holy 10

Claw One Action +25 (+21, +17) to hit (agile, deadly 2d10, magical, reach 10, unarmed, unholy) 3d10+16 Slashing
Leg One Action +25 (+21, +17) to hit (agile, magical, reach 15, unholy) 3d12+21 Bludgeoning

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Telepathy 100 feet (aura, magical, mental)

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.

Consecration Vulnerability

Dedicated to the desecration of graves, an urglid takes (3d6+6) mental damage each round they're within the area of an effect with the consecration trait. In addition, the demon's weakness to holy increases to 30 for 1 round the first time they take damage from Holy Water each turn.

Effect: Consecration Vulnerability

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 Status to All Saves vs. MagicEarth Glide

The urglid can Burrow through any earthen matter, including rock. When they do so, the urglid moves at their full burrow Speed, leaving no tunnels or signs of its passing unless they choose to do so.

Gravechoke Two Actions (concentrate, divine, earth, olfactory)

The urglid emits a putrid pulse that targets all living creatures within a 30-foot emanation. Creatures in this area that fail a DC 30 fortitude save become Sickened 1 (Sickened 2 on a critical failure).

Ravenous Earthunholy One Action (concentrate, earth)

With a single, devious thought, the urglid causes a mound of grave soil to well up at a creature's feet. That creature must succeed at a DC 30 reflex save or become Restrained ([/act escape dc=30]). The restrained creature then begins sinking below the ground into a spontaneously formed grave. A creature restrained by this ability for 3 rounds is buried 6 feet deep in the ground and begins suffocating within 1 minute. A buried creature must be dug up to be freed (see Burial on page 96 of GM Core). A creature that is slain by Ravenous Earth rises as a Actor.Ghoul the next midnight.


Divine Innate Spells (DC 30, +22 to hit)

3rd Level: Earthbind (At Will)
5th Level: Magic Passage (At Will), Wall of Stone
6th Level: Truesight (Constant)
8th Level: Earthquake


Rituals

Demonic Pact


The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally neglectful grave keepers who gave up their watch over the dead. They seek to perpetuate their mortal sins as demons and use their fiendish powers to subject mortals to the terrors of vivisepulture. Other urglids find grave sites repulsive and will often destroy headstones and other grave markers. Without such markers, these graves are often lost and forgotten, a detail that pleases an urglid. Standing over 12 feet tall and weighing over 3,000 pounds, the demon has a head that seems sunken into their torso, and a gaping, toothy mouth that opens at the top of their chest.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and 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.