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The InkmasterCreature 16


CEGargantuanDemonFiend
Source Pathfinder #161: Belly of the Black Whale
Perception +30 (darkvision, scent (imprecise) 60 feet, true seeing)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Athletics +31, Deception +25, Intimidation +27, Medicine +28, Religion +30
Str +9, Dex +5, Con +7, Int +0, Wis +6, Cha +3

AC 39; Fort +32; Reflex +26; Will +27; +1 status to all saves vs. magic
HP 350
Speed 35 feet (climb 20 feet, fly 35 feet)
Weaknesses Coldiron 15, Good 15

Jaws One Action +33 (+28, +23) to hit (evil, magical, reach 20) 1d6 Evil + 3d12+17 Piercing
Claw One Action +33 (+29, +25) to hit (agile, evil, magical, reach 20) 1d6 Evil + 3d8+17 Slashing
Pincer One Action +33 (+28, +23) to hit (evil, magical, reach 20) 1d6 Evil + 3d8+17 Bludgeoning
Tail One Action +33 (+28, +23) to hit (evil, magical, reach 20) 1d6 Evil + 3d6+17 Slashing
gearblade One Action +33 (+28, +23) to hit (disarm, magical, versatile b) 3d12+17 Slashing + 1d6 Evil

Clockwork Brain

A second brain, made of clockwork, is implanted in the Inkmaster's skull. Any time he makes a Will save, he rolls twice and takes the higher result.

Paralyzing Gaze (aura, divine, enchantment, visual)

30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 fortitude save. If it fails, it's slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round.

Succor Vulnerability

A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage.

Tail Whip Reaction

Trigger A creature within reach of the shemhazian's tail leaves a square during a move action it's using.


Effect The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.

Enfeebling Bite (divine, necromancy)

If the shemhazian's jaws Strike damages a creature, the target is Enfeebled 3. The target can attempt a DC 37 fortitude save to reduce this to Enfeebled 1 (or be unaffected on a critical success).

Focused Gaze One Action (concentrate, divine, enchantment, incapacitation, visual)

The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn't already slowed by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is Slowed, it must succeed at a DC 35 fortitude save or be Paralyzed for 1 round. A shemhazian can't use this ability against the same creature more than once per round.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Improved Grab Free Action

Requirements The monster's last action was a success with a Strike that lists Improved Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Improved Grab extends the duration of the monster's Improved Grab until the end of its next turn for all creatures grabbed by it, but this costs an action. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 37, +27 to hit)

2nd Level: Invisibility
4th Level: Clairvoyance
5th Level: Dimension Door, Prying Eye
7th Level: Fly, True Seeing
8th Level: Divine Decree

Divine Rituals (DC 36, +26 to hit)

1st Level: Abyssal Pact


Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.

Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe.


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.