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NikaramsaCreature 14


LELargeAsuraFiend
Source Pathfinder Bestiary 3
Perception +25 (detect alignment, darkvision, see invisibility)
Languages Common, Infernal, Telepathy 100 Feet
Skills Athletics +24, Deception +28, Religion +25, Stealth +25
Str +8, Dex +3, Con +2, Int +1, Wis +5, Cha +8

AC 35; Fort +22; Reflex +25; Will +27; +1 status to all saves vs. magic
HP 315
Speed 50 feet
Immunities curse
Weaknesses Good 10

Jaws One Action +29 (+24, +19) to hit (reach 10) 3d10+14 Piercing + 2d6 Evil
Claw One Action +29 (+25, +21) to hit (agile, reach 10) 3d6+14 Slashing + 2d6 Evil
Tongue One Action +29 (+24, +19) to hit (reach 20) 3d6+14 Bludgeoning + 2d6 Evil

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.

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. MagicPervert Miracle Reaction (curse, divine)

Trigger A foe within 60 feet casts Bless or a beneficial spell that the nikaramsa could cast to remove an affliction or condition (such as Neutralize Poison)


Effect The nikaramsa attempts to counteract the enemy's spell (counteract modifier +24 and counteract level 7). If the nikaramsa succeeds, the triggering creature is subjected to the effects of a Bane spell or the effect it was trying to remove.

Towering Stance (divine, illusion)

A nikaramsa is in fact a Medium creature, but appears as a Large creature due to the force of their personality. A creature interacting with the nikaramsa can attempt a DC 36 will save to see the nikaramsa as they truly are. If the creature succeeds, the reach of nikaramsa's attacks against that foe decrease to 5 feet (10 feet for their tongue).

If all creatures in the nikaramsa's vicinity successfully disbelieve this illusion, the nikaramsa becomes Medium and Enfeebled 2 for as long as everyone sees their true form.

Effect: Towering Stance (Disbelieved)

Sap Mind One Action (divine, enchantment, mental)

The nikaramsa focuses their gaze on one creature within 60 feet. That target must attempt a DC 34 will save. Regardless of the outcome of the saving throw, the target then becomes temporarily immune for 1 day.


Critical Success The nikaramsa is caught off guard by the strength of the target's resistance and becomes Stupefied 2 until the end of their next turn.

Success The target resists the nikaramsa's influence.

Failure The target's focus and willpower drain away; it becomes Stupefied 2 for 1 minute.

Critical Failure As failure, but the target becomes Stupefied 3 for 1 hour.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


Divine Innate Spells (DC 34, +26 to hit)

1st Level: Bane, Bless, Detect Alignment (Constant), Heal, Illusory Disguise (At Will), Magic Aura (Constant) (Self Only), Ventriloquism (At Will)
2nd Level: Invisibility (At Will) (Self Only), Restore Senses, See Invisibility (Constant)
3rd Level: Dream Message, Mind Reading, Neutralize Poison, Nondetection (Constant) (Self Only), Remove Disease
4th Level: Dimension Door, Dimension Door (At Will), Remove Curse
7th Level: Divine Decree (Evil Only)


Lies, knowledge, and deception are a nikaramsa's stock and trade. They are outstanding scholars, with deep and nuanced understanding of religion, philosophy, astrology, and similar subjects. They take particular delight in exploiting the greed and hubris of gullible worshippers, using them to desecrate and destroy their own faith. Even in their goal of undermining the holy, nikaramsas' twisted humor knows few bounds, and they prefer to take on the guise of divine messengers with boons to share. Once they find a likely victim or set of victims, they use their vast knowledge of religion to impart contradictory wisdom, leading to the eventual implosion of the faith from heresies of the clergy and congregation themselves.


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.