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VoulgarghasCreature 21


UniqueLargeDevilFiendUnholy
Source Pathfinder Adventure Path: Hell's Destiny
Perception +38 (greater darkvision)
Languages Common, Diabolic, Empyrean, Telepathy 100 Feet, Truespeech
Skills Acrobatics +36, Athletics +30, Deception +43, Diplomacy +40, Intimidation +40, Religion +35, Stealth +36
Str +9, Dex +5, Con +5, Int +6, Wis +4, Cha +10

AC 45; Fort +35; Reflex +32; Will +38; +1 status to all saves vs. magic
HP 400
Speed 20 feet (fly 40 feet)
Immunities cold
Weaknesses Holy 15
Resistances Physical 15, Poison 15, Fire 15

Frozen Tongue One Action +37 (+33, +29) to hit (agile, cold, magical, unholy) 4d8+19 Bludgeoning + 2d6 Cold
Jaws One Action +37 (+32, +27) to hit (magical, reach 10, unholy) 4d12+19 Piercing + 1d6 Bleed

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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. MagicConstrict One Action (unholy)

(3d8+9)[bludgeoning],(2d6) cold, DC 41 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Frosty Whispers One Action (auditory, cold, emotion, mental)

Frequency once per round


Effect Voulgarghas sings charming pleasantries from one of their four mouths to a single target within 30 feet. The target takes 10d6 cold damage and must attempt a DC 44 will save.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Stupefied 1 for 1 round.

Failure The creature takes full damage, gains weakness 10 to cold, and is stupefied 1 for 1 minute.

Critical Failure The creature takes double damage, gains weakness 15 to cold, and is Stupefied 2 for 1 minute.

Mental Synergy Free Action (concentrate, spellshape)

Frequency once per minute

Requirements The bdellavritra is possessing a host using Mind Worm


Effect If the bdellavritra's next action is to Cast a Spell, they reduce the number of actions to cast it by 1 (minimum 1 action).

Mind Worm (concentrate, incapacitation, mental, possession)

The bdellavritra spends 10 minutes adjacent to an Unconscious or willing living creature, then attempts to possess its body. This functions as Possession heightened to 9th rank (DC 37 will save), except that it has a duration of 1 month. If affected, the host receives new saving throws only at the start of each day. If the host dies, the bdellavritra must attempt a Fortitude save as normal but is only Stunned 2 on a failure (or Stunned 4 on a critical failure).

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 44, +36 to hit)

Cantrips (10th Level): Divine Lance, Guidance
2nd Level: Dispel Magic
4th Level: Translocate, Translocate (At Will)
5th Level: Illusory Scene, Truespeech (Constant)
6th Level: Blinding Fury, Dominate, Never Mind, Truesight
7th Level: Divine Decree
9th Level: Overwhelming Presence


Rituals

Diabolic Pact


Masters of possession, bdellavritras enact complex schemes through pawns in the mortal world. Even if expelled from their hosts, these fiends retain fearsome physical strength with bodies that bely their agility.


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.

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.

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.