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VizmivoolCreature 9


UniqueMediumChaoticEvilHumanoidSerpentfolkUnholy
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +19 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Sakvroth, Thassilonian, Telepathy 100 Feet
Skills Arcana +17, Crafting +19, Deception +18, Intimidation +18, Occultism +17, Religion +21
Str +3, Dex +6, Con +3, Int +4, Wis +6, Cha +5

AC 29; Fort +14; Reflex +21; Will +19; +4 status to will saves vs. mental
HP 130
Speed 25 feet
Resistances Poison 10

Fangs One Action +19 (+14, +9) to hit (finesse) 2d8+9 Piercing
Dagger One Action +21 (+17, +13) to hit (agile, finesse, magical, versatile s) 2d4+9 Piercing

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. Magic+4 Status to Will Saves vs. MentalSacrifice Pawn Two Actions (divine)

Frequency once per day


Effect Vizmivool attempts a dagger Strike against an ally and shifts the result of this Strike up by one degree of success. If the Strike kills the ally, the sacrificed ally's life force flows like red fire out of the wound and into Vizmivool's body, healing her for 10d6 healing Hit Points and making her Quickened for 1 minute. She can use the additional action to Strike or Stride.

Serpentfolk Venom (poison)

Saving Throw DC 28 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Enfeebled 1 (1 round)

Stage 2 2d4 poison damage and enfeebled 1 (1 round)


Divine Prepared Spells (DC 28, +21 to hit)

Cantrips (5th Level): Daze, Divine Lance, Message, Shield, Stabilize
1st Level: Command, Enfeeble, Fear, Harm, Heal
2nd Level: Darkness, Dispel Magic, Resist Energy, Silence, Spiritual Weapon
3rd Level: Crisis of Faith
4th Level: Divine Wrath
5th Level: Flame Strike

Occult Innate Spells (DC 28, +21 to hit)

1st Level: Illusory Disguise (At Will), Ventriloquism (At Will)
2nd Level: Mirror Image (At Will)
4th Level: Suggestion
5th Level: Illusory Scene

Cleric Domain Spells (DC 28, +21 to hit)

1st Level: Overstuff
4th Level: Take its Course


Rituals

Consecrate, Inveigle, Heroes' Feast



Traits

Unique

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Serpentfolk

Serpentfolk are a family of serpentine humanoids.

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.