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From Pathfinder Adventure Path: Hellbreakers, which isn't enabled.

Kylix

CREATURE 4

The elegant and mortal-appearing kylixes, or cupbearer devils, rarely hide their infernal nature, preferring to dress tastefully and immaculately to accentuate the beauty and symmetry of their forms. Theirs is the dance of idle speech and clever chatter, half-promises of friendship amid smiling hints of dalliance. They make friends swiftly wherever they go, and their presence alone seems to prevent insurrection and conflict. The cupbearers are the face of occupation; with their devilish charms, they can rob a rebellion of its revolutionaries, waylay spouses from their partners, steal children from cradles, and get thanked for it all.

The cupbearers shape art and culture, wielding their talents in hospitality and merrymaking to seduce their guests and entourages toward the glamour of evil. Hell is, after all, a bastion of civilization; the cupbearers, with their twinkling vessels and carelessly sincere flattery, remind that Hell is the best place to be, and you have nothing to fear from its laws.


Perception +11; greater darkvision
Languages Common, Diabolic; plus three regional languages; telepathy 100 feet
Skills Alcohol Lore +12, Deception +12, Diplomacy +12, Performance +12, Politics Lore +12, Religion +10, Society +12
Str +1, Dex +2, Con +2, Int +5, Wis +2, Cha +3
Items Clothing (Fine), Gold Goblet
Telepathy 100 feet (aura, magical, mental)

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.

False Friend

The kylix's non-damaging spells gain the subtle trait.

Raise a Glass

When a kylix is holding a drink and not wielding weapons or wearing armor, they're continually protected by a Sanctuary spell (DC 21 Will). If the kylix breaks the sanctuary spell, the effect returns if the devil doesn't take any hostile actions for 10 minutes. Additionally, while protected by a sanctuary spell, the kylix can roll Diplomacy for initiative.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.


AC 20; Fort +9, Ref +12, Will +10; +1 status to all saves vs. magic
HP 57; Immunities fire; Weaknesses holy 5; Resistances physical 5 (except silver)
+1 Status to All Saves vs. Magic

Speed 25 feet
Melee Fist +12 (agile, finesse, nonlethal, unarmed, unholy), Damage 2d6+2 bludgeoning plus 2 bludgeoning
Divine Innate Spells DC 21, attack +13; 2nd Invisibility, Silence; 1st Bane, Charm (At Will); Cantrips (2nd) Bullhorn, Message, Prestidigitation, Shield
Rituals 1st Diabolic Pact
Courteous Causerie (concentrate, magical)

The kylix attempts a Deception, Diplomacy, Performance, or Society check, and compares their result against the Will DCs of up to four creatures within 60 feet. On a success, these creatures are Fascinated for 1 round. The kylix can Sustain this effect, increasing the duration of this fascination by 1 round for up to 1 minute. When the fascination ends, the affected creatures are then temporarily immune to Courteous Causerie for 1 hour.

Hand in Glove

The kylix can flank an enemy if it's within reach of both an ally and themself; the kylix and their ally don't have to be on opposite sides. This benefits the kylix's allies as well, but only if they're flanking with the kylix, not each other. Other requirements for flanking must still be met.

Sparkling Wit

A creature Fascinated by a kylix is Off-Guard to the kylix.

Pathfinder Adventure Path: HellbreakersORC