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VaklishCreature 12


UniqueLEMediumFiendRakshasa
Source Pathfinder #147: Tomorrow Must Burn
Perception +22 (darkvision)
Languages Common, Infernal, Vudrani
Skills Crafting +23, Deception +26, Diplomacy +22, Intimidation +22, Occultism +25, Performance +20, Stealth +22
Str +5, Dex +6, Con +4, Int +5, Wis +3, Cha +4

AC 33; Fort +22; Reflex +22; Will +23; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 185
Speed 35 feet
Weaknesses Good 10
Resistances Physical 12

Fangs One Action +23 (+19, +15) to hit (agile, magical) 3d10+11 Piercing
Claw One Action +24 (+20, +16) to hit (agile, finesse, magical) 3d8+11 Slashing

Darkvision

A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

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

+2 Status to All Saves vs. Magic+3 Status to All Saves vs. Divine MagicScoff at the Divine Reaction

Trigger A creature within 30 feet casts a divine spell or uses a divine ability.

Requirements Vaklish has an unexpended spell slot that can be used to cast Dispel Magic.


Effect Vaklish expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability.

Vaklish can't Scoff at the Divine for 1d4 rounds.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

Vaklish takes on the appearance of any Medium humanoid. This doesn't change Valish's Speed or the attack and damage modifiers with his Strikes but might change the damage type his Strikes deal (typically to bludgeoning). He typically loses his fangs Strike unless the humanoid form has fangs or a similar unarmed attack.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Disturbing Vision One Action (concentrate, enchantment, mental, occult)

Vaklish's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 32 will save or become Sickened 1 (and Stunned 1 on a critical failure).

The visions last 1d4 rounds, and while they do, Vaklish and all evil creatures in the area gain a +1 status bonus to all checks. Vaklish can use this ability again only once the previous visions end.

Effect: Disturbing Vision


Occult Spontaneous Spells (DC 32, +24 to hit)

Cantrips (6th Level): Dancing Lights, Detect Magic, Mage Hand, Shield, Telekinetic Projectile
1st Level (4 slots): Charm, Magic Missile, Ray of Enfeeblement, Soothe
2nd Level (4 slots): Dispel Magic, Hideous Laughter, Mirror Image, Silence
3rd Level (4 slots): Dream Message, Hypnotic Pattern, Slow
4th Level (4 slots): Fly, Suggestion
5th Level (4 slots): Shadow Blast, Synaptic Pulse
6th Level (3 slots): Dominate, Feeblemind, Spirit Blast

Occult Innate Spells (DC 32, +24 to hit)

3rd Level: Mind Reading (At Will)

Occult Rituals

2nd Level: Create Undead



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.