🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

LorthactCreature 16


UniqueLEMediumDevilFiend
Source Pathfinder Adventure: Shadows at Sundown
Perception +27 (greater darkvision)
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Jotun, Shoanti, Thassilonian, Undercommon, Varisian, Telepathy 300 Feet, Tongues
Skills Lore +32, Acrobatics +28, Arcana +30, Deception +33, Diplomacy +31, Intimidation +31, Lore +30, Occultism +30, Religion +27, Society +30, Stealth +32
Str +6, Dex +6, Con +6, Int +6, Wis +3, Cha +9

AC 38; Fort +28; Reflex +30; Will +25;
HP 300
Speed 25 feet (fly 20 feet)
Immunities divination, fire
Weaknesses Good 15
Resistances Mental 15, Physical 15

Staff One Action +32 (+27, +22) to hit (two hand d8, versatile p) 3d4+14 Bludgeoning + 2d8 Mental
Claw One Action +30 (+26, +22) to hit (agile, magical) 2d8 Mental + 3d4+14 Slashing

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Divination Immunity

As a side effect of existing slightly outside the normal time stream, Lorthact is difficult to detect via divination spells and abilities. These effects function as though Lorthact and items he carries are not present, and those specifically targeting him, such as scrying, fail entirely unless the source of the divination is a higher level than Lorthact-in which case they succeed only if the caster succeeds at a DC 16 flatsecret flat check.

At-Will Spells

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

Arcane Absorption Three Actions (arcane, enchantment, manipulate, mental)

Requirements Any creature adjacent to Lorthact is Stupefied, capable of casting prepared arcane spells, and is either Immobilized, Unconscious, or willing


Effect Lorthact attempts to drain a 1st- through 8th-level prepared spell from the target, who can resist with a successful DC 37 will saving throw. On a failure or against a willing target, the prepared arcane spell is transferred from that creature as if it were cast, and Lorthact immediately prepares that spell in the same level slot. If he already had a spell prepared in that slot, the previously prepared spell is lost. That creature is then immune to Arcane Absorption for 24 hours.

Arcane Spellcaster

As long as Lorthact has one arcane spell prepared in this way, all arcane spells are on his spell list, which allows him to activate items such as scrolls, wands, and staves. He can recharge his staff of power as a prepared spellcaster by using his arcane spell slots. He has one spell slot to prepare arcane spells of each level from 1st to 8th, and can prepare any Common arcane spell in these slots during his daily preparations. The spells listed above represent those he most typically prepares, but given time, he can adjust this selection as needed for the task at hand.

Scholastic Masquerade One Action (arcane, concentrate, polymorph, transmutation)

Lorthact takes on the appearance of Volshyenek Ornelos or reverts to his true form. In Volshyenek's form, he loses his fly Speed and claw Strikes, doesn't inflict additional mental damage with his Strikes, and reduces his AC to 34. He gains a +4 status bonus on Deception checks to appear human in this guise.

Staff of Power

Lorthact's staff of power is tipped with a pair of metal tines that grant the weapon the versatile piercing trait.

Thought Theft (curse, divine, enchantment, mental)

Any creature that takes mental damage from Lorthact's claws or staff must succeed at a DC 37 will save or become Stupefied 1 (Stupefied 2 on a critical failure). Further mental damage dealt by Lorthact increases the value of the stupefied condition by 1 on a failed save to a maximum of stupefied 4. Whenever Lorthact causes a creature to become stupefied in this way, he absorbs some of those thoughts and gains a +1 status bonus on all Will saving throws and Intelligence-, Wisdom-, or Charisma-based skill checks until the end of his next turn.


Arcane Prepared Spells (DC 37, +29 to hit)

1st Level: Magic Missile, Ray of Enfeeblement
2nd Level: Invisibility, Mirror Image
3rd Level: Mind Reading
4th Level: Phantasmal Killer
5th Level: Shadow Blast
8th Level: Horrid Wilting

Arcane Innate Spells (DC 37, +29 to hit)

Cantrips (8th Level): Detect Magic, Mage Hand, Message, Produce Flame, Read Aura
1st Level: Magic Missile
2nd Level: Dispel Magic
3rd Level: Slow
4th Level: Dimension Door (At Will), Suggestion
5th Level: Tongues (Constant)
6th Level: Dominate, Feeblemind, Scrying, Teleport
7th Level: Divine Decree (Lawful or Evil)
8th Level: Maze



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.