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From Pathfinder #164: Hands of the Devil, which isn't enabled.

Jafaki

CREATURE 8

Seugathi fleshwarper

Perception +18; darkvision, tremorsense (imprecise) 30 feet
Languages Aklo, Common, Sakvroth; telepathy 100 feet
Skills Acrobatics +18, Crafting +18, Diplomacy +15, Intimidation +17, Medicine +16, Nature +16, Occultism +18, Stealth +18
Str +3, Dex +6, Con +4, Int +4, Wis +4, Cha +3
Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

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.

Infused Items

Jafaki carries these infused items: 2 Moderate Acid Flasks, 2 Moderate Bottled Lightnings, 2 Moderate Cognitive Mutagens, 2 Lesser Elixirs of Life, 2 Moderate Mistform Elixirs, and 2 doses of Wyvern Poison (one of which they have already applied to their rapier). These items last for 24 hours, or until the next time Jafaki makes their daily preparations.


AC 26; Fort +14, Ref +18, Will +16; +1 status to all saves vs. magic
HP 100; Immunities mental, poison; Resistances bludgeoning 10
+1 Status to All Saves vs. Magic
Command Confusion
Trigger A creature fails its save against Jafaki's mindfog aura

Effect Jafaki determines who the Confused creature attacks for that round, instead of the target being randomly determined by the GM.

If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 21 Will save; on a success, its target is determined randomly as normal, and on a critical success the target is no longer confused.

Mindfog Aura (mental)

20 feet. A creature that starts its turn in the aura must succeed at a DC 23 Will save or become Confused for 1 round; on a success, that creature is temporarily immune for 1 minute.

Jafaki can suppress or activate this aura as a single action with the concentrate trait.


Speed 25 feet
Melee Bite +18 (agile, finesse), Damage 2d6+5 piercing plus Seugathi Venom
Melee Rapier +19 (deadly d8, disarm, finesse, reach 10), Damage 2d6+5 piercing plus Wyvern Poison
Ranged Acid Flask +19 (bomb, splash, range increment 20 feet), Damage 5 acid plus 2d6+2 acid plus 6 acid
Ranged Bottled Lightning +19 (bomb, splash, range increment 20 feet), Damage 2d6+2 electricity plus 6 electricity
Occult Innate Spells DC 26, attack +18; 4th Confusion (×3), Phantasmal Killer; 3rd Hypercognition, Levitate, Mind Reading (×3); Cantrips (4th) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile
Envenom Weapon (manipulate)

Jafaki applies their innate seugathi venom to one weapon they wield.

Magic Item Mastery

Jafaki can Cast a Spell from magic items even if the spell isn't on their spell list. All such spells are occult spells and use Jafaki's innate spell DC and attack modifier.

Quick Consumption (flourish)

Jafaki Interacts to draw an elixir or mutagen, then drinks it.

Seugathi Venom (poison)
Saving Throw DC 24 Fortitude

Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Stupefied 1 (1 round)
Stage 2 2d6 poison damage and Deafened and Stupefied 2 (1 round)
Pathfinder #164: Hands of the DevilOGL