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Dero MagisterCreature 5


UncommonCESmallDeroHumanoid
Source Pathfinder Bestiary
Perception +8 (darkvision)
Languages Aklo, Undercommon
Skills Crafting +12, Medicine +8, Occultism +12, Stealth +11
Str +1, Dex +4, Con +2, Int +3, Wis -1, Cha +5

AC 22; Fort +10; Reflex +13; Will +10;
HP 65
Speed 20 feet
Immunities confusion
Weaknesses Vulnerable To Sunlight 0

Aklys One Action +10 (+5, +0) to hit (trip) 1d6+3 Bludgeoning
Aklys One Action +13 (+8, +3) to hit (ranged trip, tethered, thrown 20) 1d6+3 Bludgeoning

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.

At-Will Spells

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

Vulnerable to Sunlight

A dero magister takes 10 damage for every hour they're exposed to sunlight.

Cytillesh Stare One Action (concentrate, incapacitation, mental, visual)

Frequency once per round


Effect The magister focuses their gaze on a creature they can see within 30 feet. The target is Dazzled for 1 round and must succeed at a DC 24 will saving throw or be Confused for 1 round.


Occult Spontaneous Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Chill Touch, Dancing Lights, Detect Magic, Forbidding Ward, Message
1st Level (4 slots): Grim Tendrils, Magic Missile, Phantom Pain, Soothe
2nd Level (4 slots): Hideous Laughter, Paranoia, Spectral Hand, Touch of Idiocy
3rd Level (3 slots): Blindness, Vampiric Touch

Occult Innate Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Daze, Ghost Sound
2nd Level: Darkness (At Will), Sound Burst
4th Level: Modify Memory


Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims.


Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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