Kallas DevilCreature 9
Source Pathfinder Lost Omens: Monsters of Myth
Perception +21 (darkvision, lifesense (imprecise) 30 feet, wavesense (imprecise) 30 feet; see invisibility)
Languages Common, Aklo, Aquan, Hallit
Skills Athletics +18, Deception +18, Intimidation +18, Occultism +20, Stealth +16
Str +4, Dex +4, Con +3, Int +6, Wis +5, Cha +5
AC 27; Fort +16; Reflex +19; Will +20;
HP 180
Speed 30 feet (swim 30 feet)
Weaknesses Coldiron 10
Resistances Fire 5
Jaws +21 (+16, +11) to hit 2d12+7 Piercing
Claw +21 (+17, +13) to hit (agile) 2d8+7 Slashing
Devil's Trident +21 (+16, +11) to hit 2d8+7 Piercing
Devil's Trident +21 (+16, +11) to hit (thrown 20) 2d8+7 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.
Lifesense (Imprecise) 30 feetLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
Wavesense (Imprecise) 30 feetThis sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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.
CovenThe Kallas Devil adds Dominate, False Vision, Invisibility, and Subconscious Suggestion to her coven's spells.
Frightful Presence (aura, emotion, fear, mental)20 feet Aura DC 26 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
LeatherworkOnce a month, the Kallas Devil can spend 1 day stitching the skin of a person into her coat. This gives her skinned cloak a +1 circumstance bonus to her AC for one week.
Loathsome Stench (aura, olfactory)20-foot emanation Aura
A creature entering the aura or starting its turn in the aura must succeed at a DC 20 fortitude save or become Sickened 1 (Sickened 2 on a critical failure). A creature that succeeds at its saves is temporarily immune for 1 minute.
Mount SteedTrigger The Skinned Steed enters a space adjacent to the Kallas Devil
Effect The Kallas Devil mounts the horse.
Skinned SteedThe Kallas Devil has a horse minion known as the Skinned Steed. The horse has a swim speed equal to its standard Speed and the minion trait, and it's under the control of the Kallas Devil. The Kallas Devil automatically succeeds at all checks to Command the Skinned Steed. While mounted on the Skinned Steed, the Kallas Devil fuses with the horse, causing the two to become a single being. The Skinned Steed doesn't act on its own while fused with the Kallas Devil, instead acting as the Devil's legs to move around the battlefield. The Kallas Devil doesn't command the Skinned Steed in this state and instead replaces her Speeds with the mount's speeds until she dismounts. While the two are separated, the Kallas Devil needs to Command the Steed, as normal. If the Skinned Steed is killed, the Kallas Devil can replace it by spending 1 day to prepare another horse, converting it into her new Skinned Steed.
Aquatic Ambush Call Steed (auditory)Requirements The Skinned Steed hasn't been killed and is within 60 feet
Effect The Kallas Devil whistles loudly and calls for her steed, prompting the creature to Stride twice toward the Kallas Devil.
Change Shape (concentrate, occult, polymorph, transmutation)The Kallas Devil can take on the appearance of any Medium or Small female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Devil's ChargeRequirements The Kallas Devil is mounted on the Skinned Steed
Effect The Kallas Devil Strides twice. If she ends her movement within melee reach of at least one creature, she can make a melee Strike against that creature.
Flay Alive (attack)Requirements The Kallas Devil has a creature Grabbed, and it has been grabbed since her last turn.
Effect The Kallas Devil flays her prey, dealing 2d12+17 slashing damage, and the target must attempt a DC 25 fortitude save. On a failure, it becomes Drained 1 (Drained 2 on a critical failure). On a critical success, the creature escapes from being grabbed; otherwise, the Kallas Devil extends the grabbed condition until the end of her next turn.
Sewer Haze (disease, virulent)Many healers and alchemists suspect that sewer haze has a supernatural origin, given its association with particularly strong otyughs.
Saving Throw DC 23 fortitude
Onset 2 days
Stage 1 Stupefied 2 (1 day)
Stage 2 Drained 2 and stupefied 2 (1 day)
Stage 3 Drained 3 and Stupefied 3 (1 day)
GrabRequirements 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.
Innate Occult Spells (DC 28, +20 to hit)
1st Level: Illusory Disguise (At Will), Sleep (At Will)
2nd Level: Invisibility, Invisibility (At Will), See Invisibility (Constant)
3rd Level: Haste, Mind Reading (At Will)
5th Level: False Vision, Subconscious Suggestion
Bearing a resemblance to the flayed nuckelavee that lurks in stagnant swamps, the Kallas Devil distinguishes herself by being able to separate herself from her mount without issue, as well as with her powers of disguise and subtlety. Though her wicked trident and violent fury are enough to sear her image into the minds of the local people, it's the Kallas Devil's ability to slip unseen among her would-be victims that elevates the creature beyond the ranks of a common horror. No matter how careful the residents of Riverton are with their youth and the vulnerable, the Kallas Devil claims her chosen target more often than not, luring the hapless victim toward doom while wearing a smiling child's face.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
AmphibiousAn 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.