๐Ÿ” 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Vicious Levaloch SquadCreature 18


Uncommonโ€‹Gargantuanโ€‹Constructโ€‹Devilโ€‹Fiendโ€‹Troopโ€‹Unholyโ€‹
Source Pathfinder Adventure Path: Hell's Destiny
Perception +30 (greater darkvision, (commanded by weak deimavigga or Aspexia Rugatonn for initiative))
Languages Common, Diabolic, Empyrean, Telepathy 100 Feet
Skills Lore +33, Acrobatics +31, Athletics +35, Intimidation +33, Religion +31
Str +9, Dex +5, Con +6, Int +4, Wis +5, Cha +3

AC 41; Fort +33; Reflex +30; Will +27; +1 status to all saves vs. magic
HP 330
Speed 30 feet (climb 30 feet)
Immunities fire
Weaknesses Area Damage 15, Holy 15, Splash Damage 15
Resistances Physical 15

Hellstrider

The levaloch battalion ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage. A levaloch battalion can move through liquids up to 5 feet deep at their full Speed.

+1 Status to All Saves vs. MagicTroop Defenses

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segmentโ€”being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movement

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Barbed Net Barrage Two Actions (magical, unholy)

The battalion hurls barbed nets. This barrage is a 10-foot burst within 30 feet that deals 6d8 slashing damage with a DC 37 reflex save. A creature can [/act escape dc=37] from the penalties imposed by these nets, but each Escape attempt deals 3d6 slashing damage to the creature from the nets' barbs, regardless of whether the attempt succeeds. When the levaloch battalion is reduced to 2 segments, this area decreases to a 5-foot burst.


Critical Success The creature takes no damage.

Success The creature takes half damage and takes a โ€“5-foot circumstance penalty to its Speeds until it Escapes.

Failure The creature takes full damage, is Clumsy 1, and takes a โ€“10-foot circumstance penalty to its Speeds until it Escapes.

Critical Failure The creature takes double damage, is Clumsy 2, and is Immobilized until it Escapes.

Merciless Tridents One Action (magical, unholy)

The levalochs make coordinated melee attacks with their tridents. Each enemy within a 5-foot emanation must attempt a DC 37 reflex save. The damage depends on the number of actions.

1 2d8 piercing damage plus vicious cruelty

2 (4d8+10) piercing damage plus vicious cruelty

3 (6d8+12) piercing damage plus vicious cruelty

Vicious Cruelty

A creature that has the clumsy, enfeebled, Immobilized, or Restrained condition takes an additional 1d6 precision damage from Merciless Tridents (2d6 precision damage if the levalochs take 2 or 3 actions).



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.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

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.

Troop

A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.

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.