SacuishuCreature 9
Source Pathfinder #164: Hands of the Devil
Perception +21 (darkvision)
Languages Aklo, Common, Infernal, Undercommon
Skills Acrobatics +19, Deception +17, Intimidation +17, Religion +19, Stealth +19
Str -5, Dex +6, Con +0, Int +3, Wis +6, Cha +4
AC 30; Fort +16; Reflex +18; Will +20;
HP 80
Speed 0 feet (fly 50 feet)
Shock +21 (+16, +11) to hit (electricity, magical) 2d8+8 Electricity
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.
Glow (aura, light)20 feet Aura
Sacuishu is naturally Invisible but glows with a sickly green light, casting bright light in the aura and making her visible.
Magic ImmunitySacuishu is immune to all spells except Faerie Fire, Glitterdust, Magic Missile, and Maze.
Feed on Magic (concentrate)Requirement A creature who can cast spells is within 15 feet of Sacuishu
Effect Sacuishu feeds on the creature's magic. Sacuishu regains 2d8 Hit Points, and the target must attempt a DC 28 will save. The target is then temporarily immune for 1 hour.
Critical Success The target is unaffected.
Success The first time the target Casts a Spell before the start of the Sacuishu's next turn, the spell is disrupted unless the target succeeds at a DC 15 flat check.
Failure As success, but the effect applies the first time the target Casts a Spell within the next minute.
Critical Failure As success, but the effect applies each time the target Casts a Spell within the next minute. In addition, Sacuishu doubles the Hit Points it regains
Go Dark (concentrate)Sacuishu extinguishes her glow, becoming Invisible. She can end this effect with another use of this action. If she uses her shock attack while invisible, the arc of electricity lets any observer determine her location, making Sacuishu Hidden to observers only until she moves.
Divine Prepared Spells (DC 28, +20 to hit)
Cantrips (5th Level): Chill Touch, Daze, Divine Lance, Prestidigitation, Sigil
1st Level: Bane, Fear, Grim Tendrils, Ray of Enfeeblement, Sanctuary
2nd Level: Augury, Darkness, Dispel Magic, See Invisibility
3rd Level: Blindness, Chilling Darkness, Crisis of Faith
4th Level: Divine Wrath, Read Omens
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.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.