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VloriakCreature 5


MediumDemonFiendUnholy
Source Pathfinder Monster Core 2
Perception +13 (darkvision)
Languages Chthonian, Common, Telepathy 100 Feet
Skills Athletics +13, Intimidation +12
Str +4, Dex +2, Con +4, Int -1, Wis +4, Cha +3

AC 21; Fort +15; Reflex +11; Will +13; +1 status to all saves vs. magic
HP 90
Speed 25 feet
Weaknesses Cold Iron 5, Holy 5
Resistances Acid 5

Claw One Action +15 (+10, +5) to hit (unarmed, unholy) 2d6+6 Slashing
Tongue One Action +15 (+11, +7) to hit (agile, reach 10, unholy) 2d6 Acid

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.

+1 Status to All Saves vs. MagicRestoration Vulnerability

A vloriak feels agonizing pain when a creature or object recovers from a debilitating effect in their proximity. The first time in a round in which a creature that is within sight of the demon reduces the value of their clumsy, enfeebled, sickened, or stupefied condition, the demon takes 3d6 mental damage and cannot Lick Rust on their next turn.

Lick Rust One Action (attack)

Requirements The vloriak rusted a metal item with its tongue this turn


Effect The vloriak attempts a tongue Strike on the same target it just attacked. If it hits, it deals no damage as it licks away the rust and heals 2d6 healing Hit Points (or 4d6 healing Hit Points if the Strike was a critical hit). It can't Lick Rust on its next turn.

Rust

A vloriak's saliva causes metal to rust rapidly. If it succeeds at a tongue Strike or Disarm attempt, the vloriak deals 2d6 untyped damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the vloriak hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against a tongue attack, the shield is automatically broken, but no other item is rusted on that attack.

Spew Rusted Shards Two Actions (divine)

The vloriak spews a 15-foot cone of acid and rusted metal. Creatures in the area take 3d6[acid],3d6 piercing3d6 acid and 3d6 piercing damage (DC 22 reflex save). A creature that takes any piercing damage is exposed to tetanus. The vloriak can't Spew Rusted Shards for 1d4 rounds.

Tetanus (disease)

An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death.

Saving Throw DC 14 fortitude

Onset 10 days

Stage 1 Clumsy 1 (1 week)

Stage 2 Clumsy 2 and can't speak (1 day)

Stage 3 Paralyzed with spasms (1 day)

Stage 4 death


Divine Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Caustic Blast
2nd Level: Acid Grip, Shatter
3rd Level: Paralyze


Vloriaks rise from the sinful souls of those whose acts of sabotage resulted in despair and terror, and they delight in the destruction of mortal artifice. They make use of their ability to rust metals to destroy structures, precious works of art, and tools used for creation. In combat, this ability allows them to destroy the armaments of their attacks. Vloriaks particularly enjoy destroying armors and shields, as these defensive items generally bear elegant designs and decorations that are more enjoyable to despoil than those of a weapon.

Often called despoiler demons, vloriaks were the followers of the long-dead demon lord Xar-Azmak. Their numbers have dwindled over the eons since the Lord of Rust's death; those that exist now are scattered throughout the Outer Rifts. Their chitinous bodies and faceted eyes give them an insectile appearance.


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.