🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KirosthrekCreature 20


UniqueNEMediumHumanoidXulgath
Source Pathfinder #156: The Apocalypse Prophet
Perception +36 (darkvision, thoughtsense (imprecise) 60 feet, true seeing)
Languages Abyssal, Common, Daemonic, Draconic, Undercommon, Telepathy 100 Feet
Skills Arcana +36, Deception +33, Diplomacy +41, Intimidation +33, Medicine +38, Occultism +38, Stealth +37
Str +3, Dex +3, Con +1, Int +4, Wis +4, Cha +7

AC 45; Fort +31; Reflex +33; Will +36;
HP 375
Speed 25 feet (fly 35 feet)
Resistances Mental 20

Jaws One Action +34 (+29, +24) to hit (magical) 4d8+6 Piercing + 4d6 Mental
Claw One Action +34 (+30, +26) to hit (agile, magical) 4d4+6 Slashing + 4d6 Mental

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 100 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.

Thoughtsense (Imprecise) 60 feet (divination, mental, occult)

Kirosthrek senses a creature's mental essence at the listed range.

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

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.

Divert Thoughts Reaction (mental)

Trigger Kirosthrek attempts a saving throw against a spell


Effect Kirosthrek diverts some of the spell's energy, gaining a +2 circumstance bonus to the saving throw or +4 if the spell has the mental trait.

If she critically succeeds at the saving throw, she can use the Cast a Spell action on her next turn to cast the triggering spell at the same level without expending any spell slots.

Psychogenic Secretions (aura, mental)

30 feet Aura


A creature that enters the emanation must attempt a DC 42 will save.

On a failure, the creature is Stupefied 1 for 1 minute (Stupefied 2 and also Paralyzed for 1 round on a critical failure).

A creature that succeeds at its save is temporarily immune to psychogenic secretions for 1 minute.

Consume Knowledge Two Actions (divination, mental, occult)

Kirosthrek invades the mind of a creature within 100 feet and attempts to swallow its capacity for higher thought. The creature must attempt a DC 42 will save.

Using Consume Knowledge immediately ends any of the ability's previous effects on a different creature.


Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature is slowed 1 and can take no actions other than basic actions for 1 minute.

Critical Failure As failure, and Kirosthrek is Quickened 1 for 1 minute. She can use this extra action to Stride, Strike, or Cast a Spell if the target had prepared spells or a spell repertoire.


Occult Spontaneous Spells (DC 42, +34 to hit)

Cantrips (10th Level): Daze, Forbidding Ward, Message, Shield
1st Level (3 slots): Fear, Sleep, True Strike
2nd Level (3 slots): Invisibility (2x), Mirror Image, Silence
3rd Level (3 slots): Enthrall, Haste, Paralyze
4th Level (3 slots): Confusion, Modify Memory, Phantasmal Killer, Suggestion
5th Level (3 slots): Hallucination, Mind Probe, Summon Fiend, Synaptic Pulse, Synesthesia
6th Level (3 slots): Phantasmal Calamity, Scrying, Wall of Force
7th Level (3 slots): Visions of Danger, Warp Mind
8th Level (3 slots): Disappearance, Maze
9th Level (3 slots): Foresight, Weird
10th Level (2 slots): Alter Reality

Occult Innate Spells (DC 42, +34 to hit)

Cantrips (10th Level): Telekinetic Projectile
1st Level: Phantom Pain (At Will)
2nd Level: Telekinetic Maneuver (At Will)
4th Level: Fly (Constant)
5th Level: Telekinetic Haul (At Will)
6th Level: True Seeing (Constant)

Occult Rituals

2nd Level: Inveigle
5th Level: Call Spirit
6th Level: Planar Binding



Traits

Unique

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.

Humanoid

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