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JyotiCreature 9


NMediumFireHumanoidPositive
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages Common, Jyoti
Skills Acrobatics +20, Intimidation +18, Occultism +20, Society +18
Str +3, Dex +5, Con +4, Int +5, Wis +6, Cha +3

AC 28; Fort +15; Reflex +18; Will +21; +1 status to all saves vs. magic , +2 status to all saves vs. divine magic
HP 155
Speed 25 feet (fly 60 feet)
Immunities death effects, disease, poison
Resistances Fire 10, Negative 10

Flaming Ghost Touch Longspear One Action +20 (+15, +10) to hit (magical, reach 10) 2d8+6 Piercing + 1d6 Fire
Beak One Action +21 (+16, +11) to hit (finesse) 2d12+6 Piercing + 1d6 Fire
Talon One Action +21 (+17, +13) to hit (agile, finesse) 2d8+6 Slashing + 1d6 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.

+1 Status to All Saves vs. Magic+2 Status to All Saves vs. Divine MagicPositive Energy Affinity (healing)

Positive healing effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence.

Breath Weapon Two Actions (evocation, fire, occult)

The jyoti breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic reflex save).

The jyoti can't use Breath Weapon again for 1d4 rounds.

Infuse Weapons (evocation, occult)

Any weapon a jyoti wields becomes a Flaming Ghost Touch weapon while the jyoti holds it.


Occult Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Disrupt Undead, Light
1st Level: Heal (2x)
2nd Level: Restoration
3rd Level: Searing Light
4th Level: Dimension Door
5th Level: Banishment, Breath of Life


Jyotis are sometimes called "false phoenixes" by the ignorant or willful. These avian humanoids are native to the Positive Energy Plane. They rarely leave this enigmatic realm and view visitors from other planes as stains on the purity of their home. Jyotis particularly distrust divine spellcasters and religious warriors, seeing them as inclined to take credit for manifesting a life force that, from the jyotis' perspective, is as plentiful and ubiquitous as water is to fish.

Despite their distrust of intruders, jyotis rarely attack unprovoked when their homes are not threatened. They are intolerant, however, of those who intrude on the palaces of crystallized light and captured flame in which they dwell. They often chase even those who come bearing gifts away; few visitors have anything they desire, for what they desire most is to be left alone. The jyotis' full wrath is reserved for natives of the Shadow Plane and the Negative Energy Plane. Historically, the promise of battle with the gargoyle-like sceaduinars, whom they consider it their duty to oppose, has been the only thing to lure jyoti armies beyond the Positive Energy Plane.


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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Humanoid

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

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.