πŸ” 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Icy DispositionEquipment 11


Rare​Abjuration​Contract​Invested​Magical​
Source Pathfinder #164: Hands of the Devil
Weight negligible

Devil Gelugon

Decipher Writing Nature, Games Lore


Your flesh looks no different, but is cold to the touch.

Benefit You gain cold resistance equal to your level and a +1 status bonus to saving throws against mental effects.

Payment Liquids in your possession, including potions and liquid alchemical items, freeze over the course of 1 minute and thaw 1 minute after they leave your possession. Frozen potions and elixirs take 1 minute to consume.

Hidden Condition (conjuration, teleportation) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left.

Termination Clause The contract provides you the benefits of β€œthe eternal ice of Cocytus.” If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention.

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.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Contract

A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.