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VansidiethCreature 18


UncommonMediumDemonFiendUnholy
Source Pathfinder #212: A Voice in the Blight
Perception +32 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet
Skills Lore +31, Athletics +33, Deception +35, Intimidation +35, Religion +30
Str +7, Dex +5, Con +6, Int +5, Wis +6, Cha +9

AC 41; Fort +31; Reflex +29; Will +32;
HP 410
Speed 35 feet (fly 35 feet)
Weaknesses Cold Iron 15, Holy 15

Bastard Sword One Action +35 (+30, +25) to hit (magical, two hand d12, unholy) 3d8+15 Slashing + 1d6 Fire
Jaws One Action +33 (+28, +23) to hit (magical, unarmed, unholy) 3d10+15 Piercing
Claw One Action +33 (+29, +25) to hit (agile, magical, unarmed, unholy) 3d10+15 Slashing

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.

Failure Vulnerability

If the vansidieth uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take (4d6+6) mental damage at the end of their turn and their imperious gaze aura deactivates until the end of their next turn.

Imperious Gaze (aura, divine, emotion, mental, visual)

30 feet. A non-demon creature that ends their turn in the aura must attempt a DC 37 will save. If it fails, the demon's dismissive glance incurs overwhelming feelings of inferiority, causing the creature to become Slowed 1 for 1 round as it doubts itself and hesitates.

Reactive Strike Reaction

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.

Battle Roar One Action (auditory, concentrate, emotion, fear, mental)

Frequency once per minute


Effect The vansidieth attempts to Demoralize all foes within 30 feet (rolling one attempt against all enemies' Will DCs). If the vansidieth critically succeeds against at least one enemy, the demon becomes Quickened for 1 round on their next turn and can use the extra action each round to Demoralize or Feint.

Leader of the Pack One Action (auditory, divine)

Frequency once per round


Effect The vansidieth orders allied creatures within 15 feet that are level 17 or lower to Step, Stride, or Strike; affected creatures can take the commanded action immediately as a free action.


Divine Innate Spells (DC 40, +32 to hit)

Cantrips (9th Level): Daze, Shield, Telekinetic Projectile
1st Level: Heal, Illusory Disguise
2nd Level: Spiritual Armament
4th Level: Translocate, Translocate (At Will)
6th Level: Dominate, Truesight (Constant)
7th Level: Divine Decree, Regenerate
9th Level: Overwhelming Presence


Rituals

Demonic Pact


Vansidieths rise from the souls of politicians or generals whose pride resulted in great social suffering and tragedy.

Demonic Generals

While some consider demons to be bickering monsters known more for infighting than uniting in a single army, the story of the Worldwound teaches an important lesson. A powerful demon can organize demonic hordes into an incredibly destructive war machine, and vansidieths often lead those armies as generals, coaxing cooperation from the fiendish rabble.


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.

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.