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VirthadCreature 8


UniqueCEMediumHumanoid
Source Pathfinder Kingmaker
Perception +18 (darkvision)
Languages Abyssal, Common, Goblin
Skills Deception +18, Diplomacy +16, Nature +15, Religion +17, Society +15, Stealth +18
Str +4, Dex +4, Con +3, Int +3, Wis +6, Cha +4

AC 26; Fort +13; Reflex +16; Will +18;
HP 135
Speed 25 feet

Dogslicer One Action +19 (+15, +11) to hit (agile, backstabber, finesse, goblin) 2d6+7 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.

End the Charade Reaction (attack)

Trigger The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it.


Effect The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is Flat-Footed against this attack.

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

The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn't change the doppelganger's Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning).

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.

Deploy Flytraps Two Actions (divine, manipulate, transmutation)

Requirements Virthad is carrying a sack of prepared flytrap pods


Effect Virthad dumps the contents of the sack into two adjacent squares while invoking prayers to Lamashtu. The pods grow into two elite Snapping Flytraps that immediately attack any non-worshipper of Lamashtu they can detect.


Divine Prepared Spells (DC 26, +18 to hit)

Cantrips (4th Level): Daze, Divine Lance, Message, Read Aura, Shield
1st Level: Command, Fear, Heal, Ray of Enfeeblement, Sanctuary
2nd Level: Dispel Magic, Ghoulish Cravings, Silence, Sound Burst
3rd Level: Blindness
4th Level: Divine Wrath

Arcane Innate Spells (DC 23, +15 to hit)

3rd Level: Mind Reading (At Will)



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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.