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From Pathfinder #191: The Destiny War, which isn't enabled.

Ephialtes

CREATURE 16

Ephialtes velstracs are consummate and fearless hunters of the doomed and the damned.

Ephialtes Prey

When they catch enough quarry, an ephialtes velstrac returns to the Shadow Plane, bringing victims for other velstracs to use for training or raw material. Velstracs respect ephialtes for their "generosity" in guiding and providing for others of their kind, yet are always wary about making assumptions about the limits of this generosity.


Perception +30; greater darkvision, truesight 60 feet; painsight
Languages Common, Diabolic, Shadowtongue
Skills Athletics +31, Deception +30, Intimidation +32, Medicine +30, Religion +30, Survival +28, Torture Lore +29
Str +9, Dex +5, Con +6, Int +5, Wis +6, Cha +6
Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Painsight (divine)

A velstrac automatically knows whether a creature it sees has any of the Doomed, Dying, and Wounded conditions, as well as the value of those conditions.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 39; Fort +30, Ref +25, Will +28; +1 status to all saves vs. magic
HP 299; Immunities cold, fear effects; Weaknesses holy 15, silver 15
+1 Status to All Saves vs. Magic
Regeneration 20 (Deactivated By Good or Silver)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Nowhere to Run (aura, divine, fear, mental, visual)

30 feet. When a creature ends its turn in the aura, it feels a powerful sensation of hopelessness. The creature must succeed at a DC 34 Will save or become Slowed 1 (Slowed 2 on a critical failure) for 1 round.


Speed 25 feet, fly 25 feet
Melee Jaws +33 (magical, reach 15, unarmed, unholy), Damage 3d6+13 piercing plus 2d6 bleed
Melee Chain +33 (disarm, evil, magical, reach 15, unholy), Damage 2d6 bleed plus 3d6+13 piercing plus Grab
Divine Innate Spells DC 37, attack +29; 8th Discern Location, Shadow Walk, Chilling Darkness; 7th Plane Shift (Self Only), Blur, Silence (×3); 6th Dimensional Anchor (At Will), Darkness; Constant (8th) True Seeing
Constrict

2d4+13 slashing, DC 37 basic Fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Exhale Chains (divine)

The ephialtes exhales a tangle of barbed chains. All creatures in a 50-foot cone must attempt a DC 37 Reflex save. The ephialtes can't Exhale Chains for 1d4 rounds.


Critical Success The creature is unaffected.

Success It takes 8d6 piercing damage.

Failure It takes 15d6 piercing damage, 2d6 persistent bleed damage, and is Off-Guard for 1 round.

Critical Failure As failure, but 30d6 piercing damage, 2d6 persistent bleed damage, and is Restrained until they Escape (Escape).

Focus Gaze (concentrate, divine, fear, mental, visual)

The ephialtes stares at a creature they can see within 30 feet. The creature must attempt a Will save against the nowhere to run aura. If it was already slowed, on a failed save its speed is reduced by 10 feet until the end of its next turn. After attempting this save, the targeted creature is then temporarily immune to Focus Gaze until the start of the ephialtes's next turn.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #191: The Destiny WarOGL