Ghalshoaton

System: Pathfinder | SRD

Ghalshoaton CR 9
Init +7 ; Senses darkvision 60 ft., see in darkness; Listen +14, Spot +14
Defense
AC 25, touch 12, flat-footed 22 (-1 size, +3 Dex, +13 natural)
hp 105 (10d8+60); fast healing 2
Fort +13, Ref +10, Will +8
DR 5/good
Immune fire and poison
Resist acid 10 and cold 10
SR 20
Offense
Speed 40 ft.
Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and sting +12 (3d4+2 plus poison)
Space 10 ft., ; Reach 10 ft.
Special Attacks spit poison, ringing words
Spell-Like Abilities (CL 12th)
Statistics
Str 21,, Dex 16,, Con 22,, Int 18,, Wis 13,, Cha 21
Base Atk +10
Feats Ability Focus (poison) , Improved Initiative , Iron Will , Multiattack
Skills Bluff +18, Concentration +19, Decipher Script +17, Diplomacy +22, Disguise +18 (+20 acting), Intimidate +20, Knowledge (history) +17, Knowledge (religion) +11, Knowledge (the planes) +10, Listen +14, Sense Motive +14, Spot +14, Spellcraft +17
Languages Ancient Osiriani, Celestial, Common, Draconic, Infernal; telepathy (250 ft.)
Special Abilities
Master of the Curse (Su) Ghalshoaton were cursing mortals before the spell bestow curse was ever invented. The DC for the ghalshoaton’s curses include a +2 racial bonus. The curse ends if the ghalshoaton dies. Most ghalshoatons have a favorite curse they prefer to use; this enables them to identify their brethren’s handiwork.
Poison (Ex) A ghalshoaton’s tail is poisonous (injury or contact, fortitude dC 23, initial damage 1d6 str, secondary damage 2d6 str). As a move action it may project its poison at a single target within 20 feet with a successful ranged touch attack.
Premonition (Su) A ghalshoaton can visit the dreams of his enemies and insert disturbing visions of their grisly demise at the devil’s hands. if the dreamer fails a DC 20 Will save, the ghalshoaton automatically confirms critical threats against the target for the next 24 hours. It can invade dreams once per day. This ability does not work on creatures that do not sleep, do not dream, or are immune to mind-affecting effects. The save DC is Charisma-based.
Ringing Words (Su) When a ghalshoaton speaks to a mortal using its telepathy, the devils final words linger, reverberating in the mortal’s head for 2d6 hours (save DC 20). This effect gives the creature a –4 penalty to saving throws against the devil’s bestow curse spell-like ability. This often unnerves the mortal during their next encounter with the ghalshoaton. The save DC is Charisma-based.
River of Life (Su) Due to its ancient bond with the deserts of osirion, a ghalshoaton reacts to water from osirion’s river sphinx as though it were holy water or acid. A direct hit with a vial of river sphinx water deals 2d4 points of damage to the devil. A vial smashed within 5 feet of it deals 1 point of splash damage. Weapons wet with the river’s water bypass the devil’s damage reduction, and its fast healing cannot heal wounds from these weapons. If submerged in the great river, a ghalshoaton is irrevocably destroyed in 1 round, losing half its hit points on its first turn after immersion and dying 1 round after the immersion takes place.
Summon Devil (Sp) Once per day a ghalshoaton can attempt to summon an erinyes or a bezekira with a 50% chance of success. The erinyes always appears as a young osirian female while the bezekira takes the form of an semitransparent large-sized crocodile. This ability is the equivalent of a 4th-level spell.
Wall of Sand (Su) Five times per day, a ghalshoaton may create a dense wall of compacted desert sand. Treat this wall as a wall of stone (CL 12th).
LE Large outsider (evil, extraplanar, lawful)

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