pf2e.fyi
From Pathfinder Society Scenario #2-24: Breaking The Storm: Parting Clouds, which isn't enabled.

Firestorm Brimorak

CREATURE 7

Variant brimoraks

Perception +15; darkvision; smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +15, Deception +14, Religion +13, Stealth +15
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Telepathy 60 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.


AC 25; Fort +18, Ref +15, Will +13
HP 120; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood

Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 3d4 fire damage (DC 22 basic Reflex save).

Extinguishing Aversion

Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.

Smoke Vision

Smoke doesn't impair a brimorak's vision; they ignore the Concealed condition from smoke.


Speed 30 feet
Melee Flaming Sword +18 (magical, unholy), Damage 2d10+4 slashing plus 1d6 spirit
Melee Hoof +18 (agile, unholy), Damage 2d6+4 bludgeoning plus 1d6 spirit
Divine Innate Spells DC 24, attack +16; 5th Dimension Door; 4th Fireball, Dispel Magic; Cantrips (4th) Produce Flame
Rituals 1st Abyssal Pact
Breath Weapon (divine, fire)

The brimorak spits their boiling blood in a 20-foot line that deals 8d6 fire damage (DC 24 basic Reflex save).

The brimorak can't use their Breath Weapon again for 1d4 rounds.

The ground within this area becomes slippery, with the effects of a Grease spell targeting an area until it's cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first.

Flaming Weapon (divine, fire)

A brimorak's hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit. If they don't have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above).

Fume (divine, fire)

The brimorak emits a cloud of thick black smoke in a 10-foot burst that remains in place for 1d4 rounds. All creatures within the smoke become Concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 24 Fortitude save or become Sickened 1 (Sickened 2 on a critical failure).

Pathfinder Society Scenario #2-24: Breaking The Storm: Parting CloudsOGL