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VischariCreature 7


UniqueNEMediumHumanoidUrdefhan
Source Pathfinder #164: Hands of the Devil
Perception +15 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Acrobatics +15, Athletics +17, Intimidation +15, Medicine +13, Survival +15
Str +6, Dex +4, Con +2, Int +0, Wis +2, Cha +4

AC 25; Fort +15; Reflex +17; Will +13;
HP 115 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 10

Fist One Action +18 (+13, +8) to hit (deadly d8) 2d8+10 Bludgeoning
Jaws One Action +17 (+12, +7) to hit 2d6+10 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.

At-Will Spells

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

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Necrotic Decay (divine, necromancy, negative)

When Vischari dies, her invisible flesh rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around her body. This gas deals 7d6 negative damage to creatures in this area as their flesh curdles and rots (DC 24 basic fortitude save).

Immobilizing Blow Two Actions (incapacitation)

Vischari makes a fist Strike that shuts down her target's motor control. The target must make a DC 25 fortitude save. If the Strike was a critical hit, treat the target's save result as one degree worse. The target is then temporarily immune for 1 hour.


Critical Success The target is unaffected.

Success The target is Stunned 1.

Failure The target is Paralyzed for 1 round.

Critical Failure The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round or end it entirely on a critical success.

Wicked Bite One Action (necromancy)

Requirements Vischari damaged a creature with a jaws Strike on her last action


Effect Vischari maintains contact, turning the creature's flesh translucent around the site of the injury. Vischari chooses one of two options, each of which requires the target to attempt a DC 25 fortitude save. If her jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.


Divine Innate Spells (DC 22, +14 to hit)

1st Level: Fear, Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Darkness, Death Knell



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.