Creatures in "Daemonic Harbinger" Category
System: Pathfinder | SRD
Creatures in "Daemonic Harbinger" Category
CR Braismois 22
XP 614400
Init +15
;
Senses darkvision 60 ft., true seeing ; Perception +38
Defense
AC 40, touch 28, flat-footed 30 (+8 deflection, +10 Dex, +12 natural)
hp 377 (26d10+234)
Fort +17,
Ref +25,
Will +24
DR 20/good and silver
Immune acid, charm, compulsion, death effects, disease, emotion, enchantments, mind-reading, poison
Resist cold 30, electricity 30, fire 30
SR 33
Offense
Speed 30 ft., burrow 60 ft., fly 60 ft. (perfect)
Melee toxic quill +41/+36/+31/+26 (3d6+15/17–20 plus poison)
Ranged toxic quill +41 (3d6+15/17–20 plus poison)
Spell-Like Abilities (CL 26th; concentration +35)
Aura fine print (120 ft.)
CMB 31
CMD 59
Statistics
Str 21,,
Dex 30,,
Con 28,,
Int 25,,
Wis 28,,
Cha 29
Base Atk 26
Feats Ability Focus , Combat Casting , Combat Expertise , Deadly Aim , Greater Vital Strike , Improved Critical (dagger) , Improved Initiative , Improved Vital Strike , Quicken Spell-Like Ability (mass hold person) , Quicken Spell-Like Ability (mirror image) , Quicken Spell-Like Ability (power word kill) , Vital Strike , Weapon Finesse
Skills Appraise +20, Bluff +38, Diplomacy +38, Disguise +35, Fly +34, Intimidate +38, Knowledge (history) +20, Knowledge (nobility) +33, Knowledge (planes) +23, Linguistics +36, Perception +38, Profession (barrister) +38, Sense Motive +38, Spellcraft +33, Stealth +39
Languages Abyssal, Common, Dwarven, Elven, Gnome, Halfling, Infernal; telepathy 300 ft.
SQ daemonic harbinger traits, deft of hand
Special Abilities
Daemonic Harbinger Traits A daemonic harbinger is a powerful daemon that has not yet made the full transition from unique daemon to a horseman. It has several traits, as summarized here. Immunity to acid, charm and compulsion effects, death effects, disease, and poison. Resistance to cold 30, electricity 30, and fire 30. Telepathy 300 feet. The harbinger's natural weapons, as well as any weapon it wields, are treated as evil for the purpose of overcoming damage reduction. The harbinger can grant spells to its worshipers. Granting spells does not require any specific action on its behalf. Braismois grants access to the domains of Evil, Knowledge, Rune and Trickery. His favored weapon is the light mace.
Deft of Hand (Ex) Braismois wields his quill as both an instrument of ensnarement and a deadly weapon. He always adds his Dexterity bonus to damage rolls with his toxic quill. In addition, Braismois can add his Dexterity bonus to any skill check related to writing. As a swift action, Braismois can attempt a Profession (barrister) check to write a full contract for any situation. The result of this check is the DC for creatures attempting a Linguistics or Profession (barrister) check to identify loopholes or flaws within the contract in Braismois's favor.
Fine Print Aura (Su) All written texts within the radius of this aura become unintelligibly dense and convoluted. Scrolls used within the aura automatically risk a mishap; the DC of the Wisdom check required to negate the mishap is 15 instead of DC 5. A scroll's user can spend a move action to attempt a DC 30 Linguistics or Profession (barrister) check to parse the text and use the scroll normally; failing this check results in a mishap.
Toxic Quill (Su) Braismois's quill is a manifestation of his spirit and is treated as a +5 dagger that functions as a natural attack and deals 3d6 points of piercing damage on a hit. Braismois can throw the quill as a ranged attack against any creature within 120 feet. As a full-round action, he can instead make a ranged attack against all foes within 60 feet. Braismois can instantly re-form his toxic quill as a free action. For each attack Braismois makes with the quill, he can select one of the following poisons to apply to the attack. If the attack is a confirmed critical hit, the DC of the poison increases by 6 and can affect creatures with poison immunity. The save DCs are Constitution-based. Broken Oath : injury; save Fort DC 32; frequency 1/minute for 10 minutes; effect 1d6 Wis and controlled by Braismois as per dominate monster for the duration of the poison; cure 2 consecutive saves. Promise of Power : injury; save Fort DC 32; frequency 2/round for 3 rounds; effect 2d6 Str; cure 2 consecutive saves or agree to telepathically transmitted contract with Braismois, which acts as a geas and instantly heals the applied ability damage. Silence : injury; save Fort DC 32; frequency 1/round for 6 rounds; effect 2d4 Con damage and cannot speak until the ability damage is healed; cure 2 consecutive saves.