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VazgorluCreature 18


RareNELargeAberrationAstral
Source Pathfinder #150: Broken Promises
Perception +33 (darkvision)
Languages Abyssal, Aklo, Celestial, Daemonic, Infernal, Protean, Requian, Utopian
Skills Arcana +38, Deception +38, Lore +41, Stealth +34, Thievery +32
Str +6, Dex +7, Con +6, Int +7, Wis +8, Cha +5

AC 45; Fort +30; Reflex +33; Will +36;
HP 380
Speed 30 feet (climb 30 feet)
Immunities acid, paralyzed, sleep
Resistances Cold 15, Physical 10

Fangs One Action +38 (+33, +28) to hit (reach 10) 4d10+8 Piercing + 3d10 Acid
Web One Action +38 (+33, +28) to hit (range increment 60) 6d6+8 Acid

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.

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.

Hostile Juxtaposition Reaction (arcane, teleportation)

Trigger A creature targets the vazgorlu with a Strike


Effect The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using Dimension Door in the instant before the Strike. The target must attempt a DC 39 will save.


Critical Success The target resists the teleportation, and the vazgorlu can't use Hostile Juxtaposition for 1d4 rounds.

Success The target resists the teleportation.

Failure The target and the vazgorlu instantly swap places, and the triggering Strike is resolved against the target instead.

Critical Failure As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering Strike against it.

Demiplane Lair

A vazgorlu maintains a 30-foot-diameter demiplane in the Astral Plane. Gravity in this demiplane pulls out from the center, so that creatures can walk upon the inner surface. A vazgorlu's demiplane lair lacks a built-in point of exit, and if the vazgorlu fails to visit the demiplane during a 24-hour period, the demiplane collapses- all objects and creatures within are then returned to their original locations in the multiverse before they entered the demiplane. A vazgorlu can create a replacement demiplane lair with 24 hours of concentration.

Dimensional Tether

A creature hit by a vazgorlu's web Strike is Immobilized and stuck to the nearest surface until it Escapes (DC 42). As long as it remains immobilized by the web, the web attempts to counteract any effect that would move the webbed creature to another plane, with a counteract level of 10 and using the vazgorlu's Arcana skill to attempt the counteract check.

Redirect Portal

A vazgorlu can spend 10 minutes in contact with a magical portal to redirect it, causing the portal to instead lead to its demiplane lair. To do so, the vazgorlu must succeed at a Portal Lore check (the DC is either equal to the caster's spell DC for a portal created by a spell, or set by the portal's level; if the portal in question has no level listed, assume it's a 20th-level portal).


Arcane Innate Spells (DC 35, +27 to hit)

4th Level: Air Walk (constant), Dimension Door (At Will)
6th Level: Teleport
7th Level: Plane Shift (To and From the Vazgorlu's Demiplane Only)


The arthropod monstrosity known as a vazgorlu makes its home on the Astral Plane or inside of a stable portal, ambushing creatures that travel there using dimensional magic.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.