Sezruth (3-4)Creature 5
Source Pathfinder Society Scenario #2-21: In Pursuit of Water
Perception +14 (Greater Darkvision)
Languages Common, Daemonic, Telepathy 100 Feet
Skills Arcana +10, Athletics +10, Deception +14, Intimidation +14, Religion +12, Stealth +13
Str +3, Dex +4, Con +3, Int +1, Wis +3, Cha +5
AC 20; Fort +10; Reflex +13; Will +14; +1 status to all saves vs. magic
HP 85
Speed 25 feet
Immunities curse
Weaknesses Good 5, Coldiron 5
Claw +15 (+11, +7) to hit (agile, evil, finesse, magical) 2d6+5 Slashing + 1d8 Evil
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.
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.
Empowered BloodThe Usij cultists' blood magic strengthens Sezruth. He begins with 2 Blood Points from sacrifices just before the PCs arrived, and gains 1 additional Blood Point for each time the empowered blood hazard is activated in area B. The adjustments are not cumulative.
1-2 Blood Points Sezruth gains 10 temporary Hit Points.
3-4 Blood Points Sezruth gains 10 temporary Hit Points. Sezruth is Quickened 1 and can use the extra action to Stride toward or Strike the foe it is aware of with the highest Charisma score.
5 or more Blood Points Sezruth gains 15 temporary Hit Points. Sezruth is quickened 1 and can use the extra action to Stride toward or Strike the foe it is aware of with the highest Charisma score
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicHatred of BeautyWhile aghashes hate all mortals, they particularly despise beautiful objects and beautiful or charismatic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can't enter an area of pristine beauty without first marring it in some way. Given a choice, an aghash attacks a foe with the highest Charisma score first. If barred from doing so by force or some magical effect, they take 1d6 mental damage at the end of their turn
Cursed Gaze (mental, concentrate, curse, divine, emotion, enchantment, fear, visual)The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 22 will save
Critical Success The creature is unaffected.
Success The creature takes 2d8 mental damage and becomes Frightened 1.
Failure The creature takes 4d8 mental damage and becomes either Frightened 2 or Stunned 1 (the aghash's choice).
Critical Failure The creature takes 8d8 mental damage and becomes Frightened 2 and Stunned 2.
Sandstorm (conjuration, divine, earth)Frequency once per day
Effect The aghash creates a temporary sandstorm in a 30-foot emanation that lasts for 5 rounds. Creatures within the emanation take a -4 circumstance penalty to Perception checks and must succeed at a DC 19 fortitude save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d10 slashing damage. Divs are immune to all effects of an aghash's sandstorm
Divine Innate Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Detect Magic
1st Level: Illusory Object (At Will)
2nd Level: Touch of Idiocy (At Will)
4th Level: Dimension Door, Outcast's Curse
1st Level: Div Pact
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.