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VavakiaCreature 18


UncommonCEHugeDemonFiend
Source Pathfinder #156: The Apocalypse Prophet
Perception +32 (darkvision, true seeing)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Athletics +35, Deception +32, Intimidation +34, Religion +30, Stealth +32
Str +9, Dex +4, Con +6, Int +4, Wis +6, Cha +6

AC 42; Fort +32; Reflex +28; Will +30; +1 status to all saves vs. magic
HP 350
Speed 40 feet (fly 40 feet)
Weaknesses Coldiron 15, Good 15

Ranseur One Action +36 (+31, +26) to hit (disarm, magical, reach 25) 1d10 Acid + 3d10+17 Piercing
Jaws One Action +35 (+30, +25) to hit (magical, reach 15) 3d8+17 Piercing
Claw One Action +35 (+31, +27) to hit (agile, magical, reach 15) 3d10+17 Slashing
Tail One Action +35 (+30, +25) to hit (backswing, magical, reach 20) 3d12+17 Bludgeoning

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.

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. MagicFrightful Presence (aura, emotion, fear, mental)

60 feet Aura, DC 37 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Restoration Vulnerability

A vavakia is repulsed by the restoration of souls.

The demon takes 3d10+10 mental damage the first time each round that a creature within 100 feet of it is restored to life or loses the Doomed condition.

Smoking Wound

A creature damaged by the vavakia's jaws is Sickened 1 from the rank smell of vapors from the wound.

Soulfire Breath Two Actions (death, divine, necromancy, negative)

The vavakia exhales ghostly green fire in a 60-foot cone.

Living creatures in the area take 20d6 negative damage (DC 42 basic reflex save). A good creature that fails this save is becomes Stupefied 2 for 1 minute (Stupefied 4 on a critical failure).

A creature slain by Soulfire Breath can't be resurrected except by powerful magic such as a Wish spell.

The vavakia can't use Soulfire Breath again for 1d4 rounds.

Soulfire Inhalation One Action (divine, healing, necromancy)

Requirements The vavakia's last action was Soulfire Breath


Effect The vavakia inhales and regains 10 Hit Points for each creature damaged by its Soulfire Breath. Any excess healing is gained as temporary Hit Points, which remain for 1 minute.

Stunning Tail (incapacitation)

If the vavakia critically hits with its tail Strike, the target must succeed at a DC 40 fortitude save or be Stunned for 1 round (1d4 rounds on a critical failure).

Trample Three Actions

Large or smaller, claw, DC 40 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).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists 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 Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. 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 40, +32 to hit)

4th Level: Dimension Door, Dimension Door (At Will), Divine Wrath (At Will)
6th Level: True Seeing (Constant)
8th Level: Divine Aura, Earthquake, Power Word Stun
9th Level: Massacre

Rituals

1st Level: Abyssal Pact


Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.