🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

BarcumbukCreature 8


LEMediumDevilFiend
Source Pathfinder #164: Hands of the Devil
Perception +18 (greater darkvision, true seeing)
Languages Celestial, Common, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +17, Crafting +14, Deception +19, Diplomacy +15, Intimidation +19, Religion +16, Stealth +17
Str +5, Dex +5, Con +5, Int +2, Wis +4, Cha +5

AC 27; Fort +17; Reflex +19; Will +16; +1 status to all saves vs. magic
HP 120
Speed 25 feet (fly 40 feet)
Immunities fire
Weaknesses Good 5
Resistances Physical 5, Poison 10

Flaming Warhammer One Action +20 (+15, +10) to hit (evil, fire, magical, shove) 1d6 Fire + 2d8+6 Bludgeoning + 1d6 Evil
Flaming Light Hammer One Action +19 (+15, +11) to hit (agile, evil, fire, magical, thrown 20) 1d6+6 Bludgeoning + 1d6 Evil + 1d6 Fire

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.

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. MagicFlames of Fury

Any weapon an erinys holds gains the effects of a Flaming rune while they hold it.

Furious Fusillade Three Actions

The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty.

Rope Snare

An erinys carries a coil of rope woven of their hair (use the statistics for Rope) that animates in their hands.

When a creature is hit by the erinys's rope, a segment of the rope tears loose and wraps itself around the creature, imposing a 10-foot circumstance penalty to Speed. The piece that tears off is 10 feet long for a Medium or smaller creature, and doubles in length for each size larger than Medium.

When a creature Escapes the effect (DC 26), the detached segment of rope withers away into useless black sludge.

Effect: Rope Snare


Divine Innate Spells (DC 26, +18 to hit)

1st Level: Fear (At Will), Illusory Disguise (At Will), Illusory Object
4th Level: Dimension Door, Dimension Door (At Will), Divine Wrath, Retributive Pain
6th Level: True Seeing (Constant)

Rituals

1st Level: Infernal Pact


Erinyes exact vengeance and bloody justice for a creature's crimes, torturing and punishing their victims in ironic fashion before allowing them the escape of death. While an erinys appears as a fallen angel and the first erinyes shared that origin, erinyes now originate in myriad ways, some promoted from lesser devils and others shaped from lemures themselves forged from the souls of torturers and persecutors. The erinyes' origin is entwined with Eiseth, herself a fallen angel and one of Hell's most powerful demigods. The first erinyes were all considered to be Eiseth's metaphorical daughters, but erinyes formed since that time are no longer limited to a single gender.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.


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.