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Firestorm BrimorakCreature 7


UncommonCESmallDemonFiend
Source Pathfinder Society Scenario #2-24: Breaking The Storm: Parting Clouds
Perception +15 (darkvision, smoke vision)
Languages Abyssal, Celestial, Draconic, Ignan, Telepathy 60 Feet
Skills Acrobatics +15, Deception +14, Religion +13, Stealth +15
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2

AC 25; Fort +18; Reflex +15; Will +13;
HP 120
Speed 30 feet
Immunities fire
Weaknesses Coldiron 5, Good 5

Flaming Sword One Action +18 (+13, +8) to hit (magical) 2d10+4 Slashing + 1d6 Evil + 1d6 Fire
Hoof One Action +18 (+14, +10) to hit (agile) 2d6+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.

Boiling Blood

Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 3d4 fire damage (DC 22 basic reflex save).

Extinguishing Aversion

Dousing 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 Vision

Smoke doesn't impair a brimorak's vision; they ignore the Concealed condition from smoke.

Breath Weapon Two Actions (divine, evocation, fire)

The brimorak spits their boiling blood in a 20-foot line that deals 8d6 fire damage (DC 24 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 Two Actions (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 24 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).


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

Cantrips (4th Level): Produce Flame
2nd Level: Dispel Magic
3rd Level: Fireball
4th Level: Dimension Door

Ritual

1st Level: Abyssal Pact



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.