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

Ghalzarokh

CREATURE 15

Ghalzarokh demons, also known as tyranny demons, form from the souls of cruel autocrats. These demons subjugate weaker fiends. After amassing an army, a ghalzarokh begins a chaotic spree of bloody conquest.

Demon Thralls

Ghalzarokhs are bullies who prefer numerous thralls to allies. These demons loathe owing any other being a favor and serve stronger creatures only with the expectation of rich reward. A ghalzarokh can rarely be found without a fiendish entourage or army (such as a demon throng). They prefer "pacts" with "lesser" demons, usually offering only a feeble guarantee to allow the weaker fiend's continued existence.


Perception +28; darkvision, scent (imprecise) 60 feet, see invisibility
Languages Chthonian, Draconic, Empyrean; telepathy 100 feet
Skills Acrobatics +26, Athletics +27, Intimidation +30, Religion +28, Stealth +24
Str +6, Dex +3, Con +6, Int +4, Wis +5, Cha +7
Telepathy 100 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.

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 36; Fort +29, Ref +24, Will +26; +1 status to all saves vs. magic
HP 330; Weaknesses cold iron 15, holy 15
+1 Status to All Saves vs. Magic
Defiance Vulnerability

Defiance causes a ghalzarokh anguish. If a creature scores a critical success on a saving throw to resist the ghalzarokh's Charm, Command, Dominate, or Suggestion spells or Project Blame, the demon takes 4d6 mental damage. The demon takes the same damage if it rolls a critical failure on an Intimidation check.

Project Blame (divine, emotion, mental)
Trigger A creature succeeds or critically succeeds at a saving throw against one of the ghalzarokh's spells or Abyssal Spew, or the ghalzarokh misses a creature with a melee Strike

Effect The creature must attempt a DC 36 Will saving throw.

Critical Success The creature is temporarily immune to Project Blame for 24 hours, and the ghalzarokh suffers from its defiance vulnerability.

Success The creature's Stupefied condition increases by 1 (if they succeeded on a saving throw) or its Clumsy condition increases by 1 (if the demon missed them with a Strike). This increase in value lasts until the end of the creature's next turn but can't increase either condition beyond a value of 3.

Failure As success, but the duration changes to 1 minute. A creature can attempt a DC 36 Will save at the end of its turn to remove the effect early.

Critical Failure As failure, but for 24 hours.


Speed 25 feet, fly 40 feet
Melee Jaws +30 (magical, reach 10, unarmed, unholy), Damage 1d6 spirit plus 3d12+14 piercing
Melee Claw +30 (agile, magical, reach 10, unarmed, unholy), Damage 1d6 spirit plus 3d8+14 slashing
Divine Innate Spells DC 36, attack +28; 8th Suggestion, Fireball; 6th Dominate; 5th Command (At Will); 4th Charm (At Will); Constant (8th) See Invisibility
Rituals 1st Abyssal Pact
Abyssal Spew (acid, divine, fire)

The ghalzarokh spews corrosive flame that deals 8d6 acid damage and 8d6 fire damage in a 40-foot cone (DC 36 basic Reflex save). The ghalzarokh can't use Abyssal Spew again for 1d4 rounds.

Rend

Claw

A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

Effect The monster automatically deals that Strike's damage again to the enemy.

Pathfinder #191: The Destiny WarOGL