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HezrouCreature 11


CE​Large​Amphibious​Demon​Fiend​
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Arcana +21, Athletics +24, Intimidation +23, Stealth +20
Str +7, Dex +3, Con +6, Int +4, Wis +5, Cha +4

AC 31; Fort +23; Reflex +18; Will +22; +1 to all saves vs. magic
HP 245
Speed 30 feet (swim 30 feet)
Weaknesses Coldiron 10, Good 10

Jaws One Action +24 (+19, +14) to hit (evil, magical, reach 10) 2d12+13 Piercing + 1d6 Evil
Claw One Action +24 (+20, +16) to hit (agile, evil, magical, reach 10) 2d8+13 Slashing + 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 (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.

At-Will Spells

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

+1 Status to All Saves vs. MagicPurity Vulnerability (mental)

A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via purify food and drink) or a toxin is neutralized (such as via neutralize poison) within 30 feet of a hezrou, the demon takes 6d6 mental damage.

Stench (aura, olfactory, disease)

30 feet.

A creature entering the aura or starting its turn in the aura must succeed at a DC 27 fortitude save or become Sickened 1 (plus Slowed 1 for as long as itΚΌs sickened on a critical failure).

While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Poisonous Pustules One Action (poison)

Requirements The hezrou is grappling a creature


Effect Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature Grabbed or Restrained by the hezrou takes 2d12+6 poison damage (DC 30 basic fortitude save).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 27, +17 to hit)

4th Level: Dimension Door (At will), Divine Wrath (At will), Gaseous Form
5th Level: Abyssal Plague, Dimension Door
6th Level: Divine Wrath, Paranoia

Rituals

1st Level: Abyssal Pact
4th Level: Blight


Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste-signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous themselves prefer simple pleasures, and they often waste their considerable intellect in the pursuit of comfortable places to slumber, squealing meals to eat, or objects of beauty to deface. They do not seek out cults to fawn over them but will not turn away those who seek to worship on their own. Hezrous form from the souls of those who abused and polluted their environs or neighbors, either through the introduction of toxins to the region or the insidious spread of drugs and poisons through a society.


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.

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.