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From Pathfinder Society Scenario #6-17: The Devil in the Details, which isn't enabled.

Shard-Empowered Levaloch

CREATURE 8

Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters-creatures of absolute discipline endlessly obedient to diabolical tyrants.


There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.


Perception +17; greater darkvision
Languages Common, Diabolic, Empyrean; Telepathy 100 feet
Skills Acrobatics +17, Athletics +18, Intimidation +13, Religion +15
Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +1
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.

Hellstrider

A levaloch ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage.

A levaloch can move through liquids up to 5 feet deep at their full Speed.


AC 27; Fort +18, Ref +15, Will +13; +1 status to all saves vs. magic
HP 110, fast healing 5 (deactivated by holy); Immunities fire, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; Weaknesses holy 5; Resistances physical 5 (except silver)
+1 Status to All Saves vs. Magic
Fast Healing 5 (Deactivated by Holy)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Phalanx Fighter

All devils of equal or lower level adjacent to a levaloch gain a +1 circumstance bonus to their AC as the levaloch shields them from harm.

Effect: Phalanx Fighter

Stable Stance

A levaloch gains a +2 circumstance bonus to their Fortitude DC against being Shoved and to other saving throws to resist being moved against their will.


Speed 30 feet, climb 30 feet
Melee Trident +20 (magical, unholy), Damage 2d8+9 piercing plus 1d6 spirit plus Merciless Thrust
Melee Trident +17 (magical, thrown 20, unholy), Damage 2d8+9 piercing plus 1d6 spirit
Ranged Barbed Net +17 (magical, unholy, range increment 20 feet), Damage plus Barbed Net
Divine Innate Spells; 4th Translocate (At Will)
Rituals 1st Infernal Pact
Barbed Net

When a levaloch hits a creature with their barbed net, the net wraps around the target, which becomes Clumsy 1 and takes a –10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also Immobilized.

When a creature Escapes, or if the Strike misses, the net crumbles into rust.

Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds.

Effect: Barbed Net

Forge Warshard Weapon (manipulate)

A levaloch recalls their warshard-infused iron back to create a new +1 striking trident or barbed net. A creatures on the line between the weapon and the levaloch must make a DC 23 basic Reflex save against 7d8 piercing damage. The levaloch's previous trident crumbles to rust. When the levaloch is destroyed, any tridents or barbed nets they created crumble to rust.

Merciless Thrust

When a levaloch hits a creature that has the Clumsy, Enfeebled, Immobilized, or Restrained conditions with a melee trident Strike, the Strike deals an additional 2d6 damage.

Pathfinder Society Scenario #6-17: The Devil in the DetailsORC