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BelmazogCreature 9


UniqueCEMediumAcidAmphibiousBoggardDragonHumanoid
Source Pathfinder #146: Cult of Cinders
Perception +18 (darkvision, scent (imprecise) 60 feet)
Languages Abyssal, Boggard, Common, Draconic, Mwangi
Skills Acrobatics +16, Athletics +18, Deception +19, Intimidation +21, Performance +17, Religion +18, Society +12, Survival +14
Str +5, Dex +3, Con +3, Int -1, Wis +3, Cha +6

AC 28; Fort +18; Reflex +16; Will +18;
HP 145
Speed 40 feet (swim 40 feet)
Immunities acid, paralyzed, sleep

Jaws One Action +20 (+15, +10) to hit 1d12 Acid + 2d8+11 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d8+11 Slashing
Tongue One Action +20 (+15, +10) to hit (reach 10) 2d6+11 Acid

Darkvision

A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Breath Weapon Two Actions (acid, arcane)

Belmazog spews a gout of acid that deals 10d6 acid damage in a 30-foot cone (DC 28 basic reflex save).

Belmazog can't use Breath Weapon again for 1d4 rounds.

Drowning Drone Reaction (auditory, mental, sonic)

Trigger Belmazog or one of her allies within 60 feet attempts a saving throw against an auditory or sonic effect.


Effect Belmazog releases a croak that drowns out other sound. She rolls a Performance check. She and boggard allies in the area can use the higher result of her Performance check or their saves to resolve the effects against the auditory or sonic effect.

Nul-Acrumi Vazghul Ritual

This rare and highly specialized ritual, taught to Belmazog by the Scarlet Triad, allowed her to use the fossilized remains of Dahak to erect powerful defenses in the region in the form of dragon pillars, but the resources and time required to perform the ritual again are not available to Belmazog during the course of this adventure. As a result, and since there is no way for the PCs to learn or benefit from the ritual, further information beyond the repercussions detailed in the adventure itself are not presented here.

Swamp Stride

Belmazog ignores difficult terrain caused by swamp terrain features.

Terrifying Croak One Action (auditory, emotion, fear, mental)

Belmazog unleashes a terrifying croak. Any non-boggard within 30 feet becomes Frightened 1 unless they succeed at a DC 28 will save; those who critically succeed are temporarily immune for 1 minute.

Tongue Grab

If Belmazog hits a creature with her tongue, that creature becomes Grabbed by Belmazog. Unlike with a normal grab, the creature isn't Immobilized, but it can't move beyond the reach of Belmazog's tongue. A creature can sever the tongue by hitting AC 25 and dealing at least 8 slashing damage. Though this doesn't deal any damage to Belmazog, it prevents her from using her tongue Strike until she regrows her tongue, which takes a week.


Divine Prepared Spells (DC 27, +19 to hit)

Cantrips (5th Level): Detect Magic, Forbidding Ward, Produce Flame, Shield
1st Level: Burning Hands, Fear, Harm, Heal, Ray of Enfeeblement
2nd Level: See Invisibility
3rd Level: Fireball

Ritual

5th Level: Planar Ally



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.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.