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JapalisuraCreature 12


LEMediumAsuraFiend
Source Pathfinder Bestiary 3
Perception +22 (darkvision; see invisibility)
Languages Common, Infernal, Telepathy 80 Feet
Skills Acrobatics +25, Athletics +23, Deception +25, Religion +22, Stealth +21
Str +5, Dex +7, Con +4, Int +2, Wis +4, Cha +5

AC 33; Fort +20; Reflex +25; Will +20; +1 status to all saves vs. magic
HP 235
Speed 40 feet
Immunities curse
Weaknesses Good 10

Hatchet One Action +23 (+19, +15) to hit (agile, sweep) 1d6+8 Slashing + 4d6 Mental + 1d6 Evil
Composite Shortbow One Action +26 (+21, +16) to hit (deadly d10, magical, range 60) 1d6 Evil + 4d6 Mental + 2d6+5 Piercing

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 80 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.

At-Will Spells

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

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.

+1 Status to All Saves vs. MagicDisorienting Faces (aura, mental, visual)

30 feet Aura


The japalisura's faces constantly shift and morph, each visage more grotesque than the last. When a creature enters or starts its turn in the aura, it must attempt a DC 32 will save.


Critical Success The creature is unaffected and is temporarily immune to Disorienting Faces for 1 minute.

Success The creature is unaffected.

Failure The creature is disoriented by the horrible faces, taking a -2 circumstance penalty to checks and DCs against the japalisura while it remains in the aura.

Critical Failure As failure, except the circumstance penalty is -3.

Return Arrow Reaction

Trigger The japalisura is targeted by a ranged attack from a bow.

Requirements The japalisura has at least one hand free and is wielding a bow.


Effect The japalisura attempts to snatch the oncoming arrow from the air, gaining a +4 circumstance bonus to AC against the attack. If the attack misses, the japalisura snatches the arrow and makes a ranged bow Strike to fire the arrow from their own bow.

False Foe One Action (divine, enchantment, incapacitation, mental)

Frequency once per round.


Effect The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a Deception check against the target's Perception DC.


Critical Success For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 will save to end the effect early.

Success As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save.

Failure The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day.

Veil of Lies

Japalisuras can produce infinite arrows, as if from an invisible quiver. Each arrow carries a veil of lies that tears at the target's psyche, dealing 4d6 mental damage while simultaneously imparting an almost addictively sweet sensation. A japalisura's hatchets are also soaked in the same veil of lies.

This damage is already reflected in the Strikes above.


Innate Divine Spells (DC 32, +24 to hit)

1st Level: Illusory Disguise, Magic Aura (Constant) (Self Only)
2nd Level: Augury (At Will), See Invisibility (Constant)
3rd Level: Nondetection (Constant) (Self Only)
4th Level: Read Omens (At Will)


Japalisuras have a perverse propensity for extracting embarrassing truths from the universe, using a combination of artifice and prophecy to obscure the truth and corrupt traditional soothsaying. They have a special talent for manipulation-feeding listeners' worst impulses and prejudices, telling them what their prey most want to hear, and twisting their perceptions to suit the japalisuras' own ends. All this occurs from behind a veil, though, for japalisuras are grotesque fiends with six arms, infinite faces, and an obsession with the profane.

The first japalisura rose from the remains of three demigod archers, sons of a goddess who feared their rise to power and slew them. Their merged form was so terrifying that they struck a deal with a powerful asura rana to alter their face into something more pleasing. The true cruelty of the enchantment became clear only later-the japalisura had a new face, but that face transformed into a different one every minute, each more hideous than the last.


Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.


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.