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VulotCreature 21


UniqueLargeDemonFiendMythicUnholy
Source Pathfinder War of Immortals
Perception +38 (darkvision, many eyes in many places, truesight)
Languages Chthonian, Common, Draconic, Empyrean, All Languages Spoken By Their Collective Identities; Telepathy 200 Feet (unlimited Range To Other Stolen Identities Worn By Cultists Of Vulot)
Skills Deception +43, Diplomacy +40, Society +40, Thievery +40
Str +4, Dex +6, Con +4, Int +7, Wis +7, Cha +10

AC 46 mythic immunity; Fort +32; Reflex +35; Will +38;
HP 425
Speed 30 feet
Immunities mental
Weaknesses Cold Iron 10, Holy 15

Claw One Action +37 (+33, +29) to hit (agile, finesse, magical, unarmed, unholy) 4d8+14 Slashing + 2d6 Bleed
Thought Spike One Action +37 (+32, +27) to hit (magical, mental, unholy) 4d6+14 Mental

Absolute Surety

Vulot is dependent on deception and charm to achieve their goals. If Vulot fails to deceive someone, for example failing the Deception check associated with a mislead spell to convince an observer that an action came from the duplicate, Vulot takes 4d6 mental damage. This damage ignores Vulot's usual immunity.

Many Eyes in Many Places

Vulot can extend their senses through any cultist wearing one of their stolen identities as long as the cultist is in the Universe or the Outer Rifts. Vulot can't maintain their attention through more than three cultists at one time. Vulot can't speak through these cultists.

Recharge Spell One Action (concentrate)

Cost 1 Mythic Point


Vulot gains an additional use of any of their innate spells.

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect Vulot removes any one condition currently affecting them.

Another Face

When Vulot is reduced to 0 Hit Points, they regenerate themself from a stolen identity of their choice in 24 hours. If Vulot has no stolen identities remaining or is otherwise unable to reach them, they are killed permanently.

Mythic Immunity

Vulot is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from non-mythic characters.

Perfect Mimicry Reaction (magical, visual)

Trigger A spell is cast within 60 feet of Vulot


Effect Vulot copies the spell and may cast it once by spending a Mythic Point within the next 24 hours. Vulot can't hold more than two copied spells at one time.

Suffocated by a Thousand Breaths (aura, incapacitation)

30 feet. Vulot's breath-stealing influence radiates out from their body, causing victims to feel like they are being smothered. Any creature that starts its turn within the aura must attempt a DC 41 fortitude save.


Critical Success The creature is unaffected.

Success The creature becomes short of breath and is Off-Guard until the beginning of its next turn.

Failure The creature finds it very difficult to catch its breath. It can't speak or use auditory actions until the beginning of its next turn; this prevents it from casting spells that don't have the subtle trait.

Critical Failure All the air immediately leaves the creature's lungs and it begins to suffocate. When it succeeds at the saving throw to regain consciousness at the end of its turn, it becomes Fatigued until it gets a full night's rest.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Steal Face Two Actions

Cost 1 Mythic Point


Effect Vulot makes a claw Strike. On a hit, Vulot attempts a deception check against the target's Will DC to steal that creature's face; on a critical hit, Vulot treats the result of their Deception check as one degree of success higher. On a success, Vulot steals the target's face for 1d4 rounds (1 minute on a critical success); a creature whose face has been stolen isn't considered an ally by any creature.

Steal Thoughts (emotion, mental)

Vulot's mental attacks can confuse and disorient. A creature struck by Vulot's thought spike must attempt a DC 44 will save. A creature stupefied by this effect is Off-Guard to Vulot's Steal Face ability.

Critical Success The creature is unaffected.

Success The creature becomes Stupefied 1 for 1 round.

Failure The creature becomes stupefied 1 for 1 minute. If it's already stupefied, its stupefied value increases by 1 instead (to a maximum of stupefied 4).

Critical Failure As failure, plus the creature is Confused for 1 minute.


Divine Innate Spells (DC 44, +0 to hit)

Cantrips (10th Level): Daze, Figment
4th Level: Translocate (At Will)
5th Level: Shadow Blast
6th Level: Dominate, Mislead, Repulsion, Truesight (Constant)
7th Level: Divine Decree
9th Level: Overwhelming Presence
10th Level: Manifestation


Rituals

Demonic Pact


The All or None

Vulot is nascent demon lord of lies, loss of identity, and suffocation. If one of their forms is ever destroyed, they are able to reincorporate as one of their many stolen identities a day later.


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.

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.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

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.