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UrevianCreature 9


UniqueLEMediumDevilFiend
Source Pathfinder #164: Hands of the Devil
Perception +19 (greater darkvision)
Languages Abyssal, Aklo, Celestial, Common, Infernal, Necril, Undercommon, Telepathy 100 Feet, Tongues
Skills Acrobatics +17, Deception +21, Diplomacy +19, Intimidation +19, Lore +23, Religion +19, Society +19, Thievery +18
Str +3, Dex +4, Con +3, Int +6, Wis +4, Cha +6

AC 28; Fort +18; Reflex +17; Will +22; +1 status to all saves vs. magic
HP 135
Speed 25 feet
Immunities fire
Weaknesses Good 10
Resistances Physical 10, Poison 10

Diabolic Quill One Action +21 (+17, +13) to hit (agile, evil, fatal d12, finesse, magical, reach 10) 2d6+9 Piercing + 1d6 Evil
Horn One Action +20 (+15, +10) to hit (magical) 3d10+9 Piercing

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A 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 Status to All Saves vs. MagicDistracting Declaration

Urevian keeps a few sly words at the ready to distract enemies. He always uses Deception for initiative.

Ward Contract

Any signed contract Urevian carries (including any draped over his horns) is immune to damage from creatures other than Urevian. In addition, Urevian is immune to mental effects that would make him alter, nullify, or destroy a contract.

Draft Contract Three Actions (conjuration, divine, manipulate)

Urevian produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a Wish spell but fulfilled to the letter by Urevian. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to Urevian and to Hell.

While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a Locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.

Infernal Wound (divine, necromancy)

Urevian's Strikes also deal 2d6 Persistent Bleed Damage that resists attempts to heal them.

The flat check to stop the bleeding starts at DC 20 flat. The DC is reduced to DC 15 flat only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5.

A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 28 counteract check or the magic fails to heal the creature.

Right of Inspection

Urevian can cast his innate Scrying spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled.


Divine Innate Spells (DC 30, +22 to hit)

Cantrips (5th Level): Detect Magic
2nd Level: Silence
3rd Level: Enthrall, Locate (At Will), Mind Reading (At Will)
4th Level: Dimension Door, Dimension Door (At Will), Private Sanctum
5th Level: Flame Strike, Mind Probe, Sending (3x), Tongues (Constant), Wall of Force
6th Level: Scrying (At Will) (See Right of Inspection)

Rituals

1st Level: Infernal Pact
2nd Level: Inveigle
5th Level: Call Spirit



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.