The Ascendant (5-6)Creature 8
Source Pathfinder Society Scenario #1-13: Devil at the Crossroads
Perception +19 (greater darkvision, true seeing)
Languages Common, Infernal, Telepathy 30 Feet
Skills Arcana +14, Deception +21, Intimidation +16, Occultism +18, Religion +18, Stealth +14
Str +6, Dex +3, Con +4, Int +5, Wis +6, Cha +5
AC 27; Fort +16; Reflex +13; Will +19; +1 to all saves vs. magic
HP 165
Speed 30 feet (fly 40 feet)
Immunities death effects, fire
Weaknesses Good 5
Resistances Physical 7, Poison 7
Flaming Mace +20 (+15, +10) to hit (shove) 1d6 Evil + 1d6 Fire + 2d6 + 9 Bludgeoning
Hoof +17 (+13, +9) to hit (agile) 2d6+8 Bludgeoning + 1d6 Evil
Pinions +17 (+12, +7) to hit (range increment 30) 2d6+4 Piercing + 1d6 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 30 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 SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 to All Saves vs. MagicCovetous FlamesAny weapon the ascendant holds gains the effects of a Flaming and Striking rune while they hold it.
Furious WingsThe ascendant beats their wings in a frenzied motion, creating a powerful blast of wind that disperses fog and gases, blows objects of light Bulk or less away. All creatures within 20 feet of the ascendant must succeed at a DC 23 reflex save or be pushed 5 feet away from the ascendant, or 10 feet on a critical failure. A flying creature that fails its save gets a critical failure instead.
Divine Innate Spells (DC 23, +13 to hit)
1st Level: Fear
2nd Level: Paranoia, Silence
3rd Level: Paralyze
4th Level: Dimension Door (At Will)
6th Level: True Seeing (Constant)
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.