pf2e.fyi
From Pathfinder Society Scenario #2-21: In Pursuit of Water, which isn't enabled.

Sezruth (1-2)

CREATURE 3
Perception +10; greater darkvision
Languages Common, Daemonic; telepathy 100 feet
Skills Arcana +7, Athletics +7, Deception +10, Intimidation +10, Religion +8, Stealth +9
Str +2, Dex +2, Con +2, Int +0, Wis +1, Cha +3
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.

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.

Empowered Blood

The Usij cultists' blood magic strengthens Sezruth. He begins with 2 Blood Points from sacrifices just before the PCs arrived, and gains 1 additional Blood Point for each time the empowered blood hazard is activated in area B. The adjustments are not cumulative.

1-2 Blood Points Sezruth gains 5 temporary Hit Points.

3-4 Blood Points Sezruth gains 5 temporary Hit Points. Sezruth is Quickened and can use the extra action to Stride toward or Strike the foe it is aware of with the highest Charisma score.

5 or more Blood Points Sezruth gains 10 temporary Hit Points. Sezruth is quickened 1 and can use the extra action to Stride toward or Strike the foe it is aware of with the highest Charisma score


AC 17; Fort +7, Ref +7, Will +10; +1 status to all saves vs. magic
HP 55; Immunities curse; Weaknesses cold iron 5, holy 5
+1 Status to All Saves vs. Magic
Hatred of Beauty

While aghashes hate all mortals, they particularly despise beautiful objects and beautiful or charismatic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can't enter an area of pristine beauty without first marring it in some way. Given a choice, an aghash attacks a foe with the highest Charisma score first. If barred from doing so by force or some magical effect, they take 1d6 mental damage at the end of their turn


Speed 25 feet
Melee Claw +12 (agile, finesse, magical, unarmed, unholy), Damage 1d6+4 slashing plus 1d4 spirit
Divine Innate Spells DC 19, attack +11; 4th Dimension Door, Outcast's Curse; 2nd Touch of Idiocy (At Will); 1st Illusory Object (At Will); Cantrips (2nd) Detect Magic
Rituals 1st Div Pact
Cursed Gaze (concentrate, curse, divine, emotion, fear, mental, visual)

The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 19 Will save


Critical Success The creature is unaffected.

Success The creature takes 2d4 mental damage and becomes Frightened 1.

Failure The creature takes 4d4 mental damage and becomes either Frightened 2 or Stunned 1 (the aghash's choice).

Critical Failure The creature takes 8d4 mental damage and becomes Frightened 2 and Stunned 2.

Sandstorm (divine, earth)
Frequency once per day

Effect The aghash creates a temporary sandstorm in a 30-foot emanation that lasts for 5 rounds. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 17 Fortitude save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d4 slashing damage. Divs are immune to all effects of an aghash's sandstorm.

Effect: Sandstorm

Pathfinder Society Scenario #2-21: In Pursuit of WaterOGL