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Spectral DevilCreature 10


UniqueNELargeFiendIncorporealSpiritUndead
Source Pathfinder Lost Omens: Monsters of Myth
Perception +19 (greater darkvision, scent (imprecise) 30 feet)
Languages Abyssal, Varisian
Skills Acrobatics +22, Intimidation +23, Stealth +22, Survival +19
Str -5, Dex +7, Con +5, Int +0, Wis +4, Cha +3

AC 28; Fort +22; Reflex +19; Will +16; +1 status to all saves vs. magic
HP 140 (negative healing)
Speed 0 feet (fly 50 feet)
Immunities disease, fear effects, paralyzed, poison, precision, unconscious
Resistances All 10

Ghostly Jaws One Action +23 (+18, +13) to hit (finesse, versatile p) 2d12+13 Negative
Ghostly Hoof One Action +23 (+19, +15) to hit (agile, finesse, versatile b) 2d8+13 Negative

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.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

+1 Status to All Saves vs. MagicNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Attack of Opportunity (Ghostly Hoof Only) Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Rejuvenation (divine, necromancy)

Destroying the Spectral Devil releases its pure, evil essence into the world, where it can find a new body and re-form. When the Spectral Devil is destroyed, its essence finds the remains of a dead horse and rebuilds its physical body over the course of 1d10 days. Only completing a Consecrate ritual heightened to at least 6th level, which consecrates the site of the Spectral Devil's destruction to a good deity, can prevent the Spectral Devil from returning and haunting the world once more.

Accursed Shriek Two Actions (curse, evocation, occult, sonic)

The Spectral Devil unleashes a terrifying whinny in a 30-foot cone that deals 5d10 sonic damage. Each creature in the area must attempt a DC 29 reflex save.

The Spectral Devil can't use Accursed Shriek for 1d4 rounds.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Frightened 2 by the eerie noise.

Critical Failure The creature takes full damage, is frightened 2, and becomes cursed. The victim's mind echoes with the sound of the whinny, impairing concentration. The cursed creature is Stupefied 2 until the curse is removed.

Trample Three Actions

Medium or smaller, Ghostly Hoof, DC 26 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Occult Innate Spells (DC 26, +18 to hit)

Cantrips (5th Level): Produce Flame
1st Level: Gust of Wind (At Will)
2nd Level: Obscuring Mist
3rd Level: Fireball
4th Level: Dimension Door, Phantasmal Killer



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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.