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AzvalviganderCreature 3


LESmallDevilFiend
Source Pathfinder #164: Hands of the Devil
Perception +12 (greater darkvision)
Languages Celestial, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10
Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +1

AC 20; Fort +8; Reflex +10; Will +8; +1 status to all saves vs. magic
HP 30
Speed 15 feet (fly 50 feet)
Immunities fire
Weaknesses Good 5
Resistances Physical 5, Poison 5

Mandibles One Action +12 (+7, +2) to hit (evil, finesse, magical) 1d10+3 Piercing + 1d6 Evil

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, 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.

At-Will Spells

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

+1 Status to All Saves vs. MagicCocytan Filth (disease, virulent)

Saving Throw DC 18 fortitude

Onset 1d4 days


Stage 1 Enfeebled 1 (1 day)

Stage 2 Enfeebled 2 (1 day)

Stage 3 Enfeebled 3 (1 day)

Infernal Eye Three Actions (divine, divination)

The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature.

The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information.

After relaying their visions to another, the zebub can't ever recall those events again.

Sneak Attack

The zebub's Strikes deal an additional 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


Divine Innate Spells (DC 17, +7 to hit)

Cantrips (2nd Level): Message
1st Level: Summon Animal (Swarm creatures only)
2nd Level: Invisibility (At Will) (Self Only)
4th Level: Dimension Door, Dimension Door (At Will)

Rituals

1st Level: Infernal Pact


Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful-not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus.


Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.


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.