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DoprilluCreature 14


NEMediumAberration
Source Pathfinder Bestiary 2
Perception +22 (darkvision, see invisibility)
Languages Aklo, Common, Undercommon
Skills Acrobatics +26, Athletics +30, Intimidation +22, Stealth +24
Str +8, Dex +6, Con +7, Int +1, Wis +4, Cha +2

AC 36; Fort +27; Reflex +28; Will +24; +2 status to all saves vs. fear
HP 260 (regeneration 20)
Speed 40 feet (climb 40 feet)
Resistances Fire 15

Fist One Action +30 (+26, +22) to hit (agile, magical) 3d8+16 Bludgeoning + 2d6 Fire

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.

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.

+2 Status Bonus to Saves vs. FearRegeneration 20 (deactivated by cold)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Deflect Arrow Reaction

Trigger The doprillu is the target of a physical ranged attack

Requirements The doprillu is aware of the attack, isn't Flat-Footed against it, and has a hand free


Effect The doprillu gains a +4 circumstance bonus to its AC against the triggering attack.

Mask of Power

A doprillu's unique wooden mask is the source of its power.

A doprillu deprived of its mask loses its regeneration and its immunity to Enfeebled and Slowed, and it immediately becomes Enfeebled 1. The Enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of Enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the Enfeebled condition.

A creature can pull off the mask with a successful Athletics check to Force Open.

Volcanic Veins (fire)

Fiery magma runs through the doprillu's veins. A creature that starts its turn Grabbed by the doprillu takes 7d6 fire damage.

Body Strike One Action

Requirements The doprillu has a creature Grabbed


Effect The doprillu swings the grabbed creature as a weapon. This Strike has a +30 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target.

Whirlwind Throw Two Actions (thrown 20)

Requirements The doprillu has a creature Grabbed


Effect The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the thrown 20 feet weapon trait.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Occult Innate Spells (DC 28, +18 to hit)

6th Level: See Invisibility (Constant)


The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents.


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.