Zelishkar of the Bitter Flame

System: Pathfinder | SRD

Zelishkar of the Bitter Flame CR 21
XP 409600
Init +5 ; Senses darkvision 60 ft., scent, true seeing; Perception +33
Defense
AC 39, touch 13, flat-footed 35 (+11 armor, +3 Dex, +1 dodge, +15 natural, –1 size)
hp 396 (24d10+264)
Fort +19, Ref +19, Will +20
Immune ability damage, acid, charm and compulsion effects, death effects, disease, fire, poison
Resist cold 30, electricity 30
SR 32
Weaknesses vulnerable to cold
Offense
Speed 30 ft., fly 60 ft. (perfect)
Melee bite +34 (1d8+11 plus 2d6 fire), 2 claws +35 (1d10+11/19–20 plus 2d6 fire)
Space 10 ft., ; Reach 10 ft.
Special Attacks bitter flames, corpse cremation, incandescent body, incendiary grasp, pounce, rake (2 claws +35, 1d10+11 plus 2d6 fire)
Spell-Like Abilities (CL 24th; concentration +30)
Aura unholy aura
CMB +36 CMD 52
Statistics
Str 33,, Dex 21,, Con 32,, Int 17,, Wis 22,, Cha 23
Base Atk +24
Feats Blind-Fight , Charge Through APG , Combat Reflexes , Dodge , Empower Spell-Like Ability ( fire storm ) , Greater Overrun , Improved Critical (claw) , Improved Overrun , Mobility , Power Attack , Quicken Spell-Like Ability ( contagious flame ) , Weapon Focus (claw)
Skills Acrobatics +29, Bluff +20, Diplomacy +20, Fly +26, Intimidate +33, Knowledge (planes) +30, Perception +33, Sense Motive +29, Spellcraft +24, Stealth +25, Survival +27
Languages Abyssal, Common, Ignan, Infernal; telepathy 300 ft.
SQ daemonic harbinger traits
Special Abilities
Bitter Flames (Su) Whenever Zelishkar deals fire damage with any attack or effect, half of the damage is fire damage and the other half is untyped damage, similar to a flame strike spell. In addition, creatures that fail a save against any fire effect Zelishkar creates are sickened for 1 minute. Those damaged by his melee attacks or by fire effects that allow no save are instead sickened for 1 round per attack. This duration stacks.
Corpse Cremation (Su) Whenever Zelishkar reduces a living creature to negative hit points, as a swift action he can turn its body to ashes and feed upon the target’s life force, as death knell (Will DC 28 negates). Whenever Zelishkar slays a creature with any attack or ability, the creature’s corpse is reduced to ashes (treat as disintegrate ).
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 possesses 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 and lawful 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. Zelishkar grants access to the domains of Evil, Law, Magic, and Trickery. His favored weapon is the quarterstaff.
Incandescent Body (Su) As a free action, Zelishkar can cause his body to erupt into white-hot flame. He sheds light as bright as a daylight spell, and dazzles any creature that does not avert its gaze. Creatures with the fire subtype are immune to this dazzling effect. Zelishkar can dim his flames to burning black shadows as a free action, suppressing the dazzling effect and allowing him to use Stealth without penalty.
Incendiary Grasp (Su) If Zelishkar hits a target with more than one natural weapon in the same round, the fire damage from each hit is combined as if from a single attack for the purpose of overcoming effects that provide resistance to fire. In addition, if Zelishkar succeeds at a grapple combat maneuver, as a swift action he can suppress any fire resistance or immunity the target possesses until the beginning of Zelishkar’s next turn. Creatures with the fire subtype are immune to this effect, unless that subtype is granted by a temporary magical effect or magic item.

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