BrimorakCreature 5
Source Pathfinder Bestiary 3
Perception +12 (darkvision, smoke vision)
Languages Abyssal, Celestial, Draconic, Ignan, Telepathy 60 Feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
AC 22; Fort +15; Reflex +12; Will +10;
HP 80
Speed 30 feet
Immunities fire
Weaknesses Coldiron 5, Good 5
Flaming Sword +15 (+10, +5) to hit (magical) 2d8+4 Slashing + 1d6 Evil + 1d6 Fire
Hoof +15 (+11, +7) to hit (agile) 2d4+4 Bludgeoning + 1d6 Fire + 1d6 Evil
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.
Telepathy 60 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.
Extinguishing AversionDousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke VisionSmoke doesn't impair a brimorak's vision; they ignore the Concealed condition from smoke.
Boiling BloodEach time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic reflex save).
Breath Weapon (divine, evocation, fire)The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic reflex save).
The brimorak can't use their Breath Weapon again for 1d4 rounds.
The ground within this area becomes slippery, with the effects of a Grease spell targeting an area until it's cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first.
Flaming Weapon (divine, evocation, fire)A brimorak's hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit.
If they don't have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above).
Fume (divine, evocation, fire)The brimorak emits a cloud of thick black smoke in a 10-foot burst that remains in place for 1d4 rounds.
All creatures within the smoke become Concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).
Divine Innate Spells (DC 21, +13 to hit)
Cantrips (3rd Level): Produce Flame
2nd Level: Dispel Magic
3rd Level: Fireball
4th Level: Dimension Door
1st Level: Abyssal Pact
These goat-headed demons have glowing red eyes and flaming hooves but measure only about 3 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns.
As a general rule, brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks' laughter as clearly as the heat of the flames or the choking scent of smoke.
Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.
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.