Ayngavhaul

Creature 13
  • Medium
  • devil
  • fiend
  • unholy
Perception
+26; greater darkvision
Languages
Common, Diabolic, Draconic, Empyrean, Telepathy 100 feet
Skills
Arcana +27, Deception +26, Diplomacy +24, Library Lore +24, Religion +24
Str +4, Dex +4, Con +5, Int +8, Wis +5, Cha +5

Telepathy 100 feet (aura, magical, mental)

Personal Library Any tomes an ayngavhaul is reading or referencing for their current work can be stored in the devil's personal library, a floating collecting of tomes revolving around the devil that can be used offensively or defensively. Retrieving or returning a tome requires an Interact action.

AC
34; Fort +23, Ref +20, Will +26
HP
240; Immunities fire; Weaknesses holy 10; Resistances physical 10 (except silver)

Spellblock Tome ⟲ (divine, manipulate) Trigger The ayngavhaul is targeted by a spell

Effect The ayngavhaul flings a tome from its personal library at the spell. The devil must attempt a DC 5 Flat. On a success, the tome fully absorbs the effects of the spell and burns up into a harmless pile of ash. Regardless of the result, the devil can't use this ability again for 1d4 rounds.

Speed
15 feet

Melee ◆ claw +25 (magical, unholy), Damage 3d8+8 slashing

Ranged ◆ searing words +27 (auditory, magical, unholy), Damage 1d6 fire plus 3d10+8 mental plus Poison Minds

Arcane Innate Spells DC 33, attack +25; 6th dominate, never mind; 5th banishment, mind probe, subconscious suggestion; Cantrips (1st) daze, detect magic, figment, phase bolt, telekinetic hand

Herald Heresy ◆◆ (auditory, divine, unholy) The ayngavhaul imparts blasphemous thoughts into the minds of all non-devil creatures within a 20-foot burst up to 60 feet away. An affected creature takes 2d10 mental damage plus 2d10 spirit damage and must attempt a DC 33 Will save. Affected creatures gain a cumulative +1 circumstance bonus (up to a total of +4) to saves against all future attempts to Herald Heresy for 1 minute, as they become inured to the blasphemies.

Critical Success The creature is unaffected and becomes temporarily immune for 1 hour.

Success The creature takes half damage.

Failure The creature takes full damage and becomes Slowed 1.

Critical Failure The creature takes double damage and becomes Slowed 2.

Poison Minds Creatures hit by the ayngavhaul's searing words must succeed at a DC 33 Will saving throw or become Stupefied 1 for 1 round (or Stupefied 2 on a critical failure). If the target is trained in Religion, they take a –2 circumstance penalty to their save.

Source: Pathfinder Monster Core 2

Running this fight? Add the ayngavhaul to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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