ZhuraitaCreature 15
Source Pathfinder Monster Core 2
Perception +28 (darkvision, truesight (precise) 60 feet)
Languages Common, Diabolic, Draconic, Empyrean, Truespeech
Skills Acrobatics +25, Arcana +28, Athletics +25, Nature +28, Occultism +26, Religion +28
Str +4, Dex +6, Con +5, Int +7, Wis +7, Cha +5
AC 37; Fort +23; Reflex +26; Will +29;
HP 280
Speed 40 feet (fly 80 feet)
Weaknesses Cold Iron 15, Unholy 15
Thesis
+27 (+22, +17) to hit (holy, magical) 3d12+10 BludgeoningLooseleaf
+27 (+22, +17) to hit (holy, magical) 3d10+10 SlashingDeconstruct

Trigger The zhuraita is targeted by an effect with the linguistic or mental trait
Effect The zhuraita critiques their enemy's theoretical underpinnings, attempting a counteract check with a bonus of 1d20+28#Counteract (counteract rank 8). If the effect is counteracted, the triggering enemy becomes Frightened 1 (Frightened 2 if the zhuraita critically succeeded).
Revealing Hypothesis
(concentrate)Requirements The zhuraita hits a creature with its thesis
Effect The zhuraita's thesis opens, with the pages futtering at an unnatural speed. It then slams shut, with the cover now showing the image of the creature it hit. The zhuraita's Strikes against that creature deal an additional 2d6 precision damage. The zhuraita can only have one creature as the focus of its Revealing Hypothesis, which lasts until they target someone else.
Thesis Shield
A spinning circle of tomes surrounds the zhuraita, lasting until the start of their next turn. While Thesis Shield is active, the zhuraita gains a +2 circumstance bonus to AC and has the Concealed condition.
Divine Innate Spells (DC 36, +0 to hit)
Cantrips (8th Level): Detect Magic, Guidance, Read Aura
1st Level: Mindlink (At Will)
2nd Level: Clear Mind, Translate (At Will)
3rd Level: Hypercognition
5th Level: Truespeech (Constant)
6th Level: Truesight (Constant)
Zhuraitas are dedicated to the freedom of academic and scientifc inquiry, protecting the creativity and inventiveness of scholarly felds. Many good-hearted academics have breakthroughs due to a zhuraita's inspiration, notably with projects that have lasting positive impacts on others. Zhuraitas also travel to defend important centers of knowledge when they are in danger of destruction.
Zhuraitas despise those who would use research as a tool of oppression, and there are even rumors of them sabotaging such projects, hindering their completion. The azatas are known to sometimes hide away knowledge they believe to be harmful or dangerous. They don't outright destroy such knowledge, however, and instead choose to seal it away in places they can defend. On rare occasions, a zhuraita will recognize that such knowledge might actually be of some use for a trusted ally and share the information, though only under the zhuraita's supervision.
Traits
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.
AzataThis family of celestials is native to Elysium. They are typically holy and have darkvision and a weakness to cold iron and unholy.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.