Vulot
CREATURE 21The All or None
Vulot is nascent demon lord of lies, loss of identity, and suffocation. If one of their forms is ever destroyed, they are able to reincorporate as one of their many stolen identities a day later.
Vulot is dependent on deception and charm to achieve their goals. If Vulot fails to deceive someone, for example failing the Deception check associated with a mislead spell to convince an observer that an action came from the duplicate, Vulot takes 4d6 mental damage. This damage ignores Vulot's usual immunity.
Vulot can extend their senses through any cultist wearing one of their stolen identities as long as the cultist is in the Universe or the Outer Rifts. Vulot can't maintain their attention through more than three cultists at one time. Vulot can't speak through these cultists.
Vulot gains an additional use of any of their innate spells.
When Vulot is reduced to 0 Hit Points, they regenerate themself from a stolen identity of their choice in 24 hours. If Vulot has no stolen identities remaining or is otherwise unable to reach them, they are killed permanently.
Vulot is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from non-mythic characters.
30 feet. Vulot's breath-stealing influence radiates out from their body, causing victims to feel like they are being smothered. Any creature that starts its turn within the aura must attempt a DC 41 Fortitude save.
Critical Success The creature is unaffected.
Success The creature becomes short of breath and is Off-Guard until the beginning of its next turn.
Failure The creature finds it very difficult to catch its breath. It can't speak or use auditory actions until the beginning of its next turn; this prevents it from casting spells that don't have the subtle trait.
Critical Failure All the air immediately leaves the creature's lungs and it begins to suffocate. When it succeeds at the saving throw to regain consciousness at the end of its turn, it becomes Fatigued until it gets a full night's rest.
The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Vulot's mental attacks can confuse and disorient. A creature struck by Vulot's thought spike must attempt a DC 44 Will save. A creature stupefied by this effect is Off-Guard to Vulot's Steal Face ability.
Critical Success The creature is unaffected.
Success The creature becomes Stupefied 1 for 1 round.
Failure The creature becomes stupefied 1 for 1 minute. If it's already stupefied, its stupefied value increases by 1 instead (to a maximum of stupefied 4).
Critical Failure As failure, plus the creature is Confused for 1 minute.