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From Pathfinder #190: The Choosing, which isn't enabled.

Zashuvin

CREATURE 11

Female hurlilu

Pazuzu's Abyssal realm of High M'Vania is perched on the edge of an impossibly tall cliff. The demon lord and his minions claim the air around the cliff, guarding it against enemies and usurpers alike. Hurlilus, resembling horned, humanoid hawks with blood-red taloned feet and wings in place of arms, patrol these skies at their lord's command. Yet, hurlilus are surly and rebellious by nature, preferring to lead rather than follow orders. They'd prefer to spend their time bullying smaller creatures in High M'Vania's vast cliffside cities, but they're unwelcome there and driven out when discovered by occupants with greater authority (or by those who want to earn greater authority).

Hurlilus make good guardians, particularly when they have leave to travel over great distances on patrol routes and can engage in spontaneous cruelty if the opportunity arises. However, they chafe in Pazuzu's service. Some forsake High M'Vania entirely and migrate to other parts of the Abyss, where they lead gangs of lesser fiends they've bullied into submission. A few hurlilus have made their way to Golarion, where they roost in aeries with subservient harpies, manticores, or other foul flying creatures. A dozen or so hurlilus serve high positions in the Mivanians, the brutal enforcers of the Halana Theocracy.


The hurlilu is the weakest and smallest of the avian fiends collectively known as lilus. All lilus are chaotic evil fiends who can fly, are immune to disease, have mixed avian and humanoid appearances, possess darkvision and lifesense, and resist physical damage (except from cold iron). Most have a selection of primal innate spells (often including a primal version of dimension door).


Perception +21; darkvision, lifesense (imprecise) 120 feet
Languages Chthonian, Common, Sussuran; telepathy 100 feet
Skills Acrobatics +24, Athletics +20, Intimidation +22, Religion +21, Stealth +24
Str +5, Dex +7, Con +4, Int +3, Wis +4, Cha +5
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.

Lifesense (Imprecise) 120 feet (divine)

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.


AC 32; Fort +19, Ref +24, Will +21
HP 170; Immunities disease; Weaknesses holy 10; Resistances physical 10 (except cold iron), poison 10
Dominate the Air
Requirements The hurlilu is flying
Trigger A creature within 30 feet leaves the ground using a fly Speed

Effect The hurlilu casts Earthbind on the triggering creature.

Speed 25 feet, fly 60 feet
Melee Beak +24 (finesse, magical, reach 15, unarmed, unholy), Damage 1d6 bleed plus 2d10+11 piercing
Melee Talon +24 (agile, finesse, magical, reach 10, unarmed, unholy), Damage 1d6 bleed plus 2d6+11 slashing
Primal Innate Spells DC 30, attack +22; 6th Earthbind (At Will), Dispel Magic, Gust of Wind; 5th Lightning Bolt, Wall of Wind; 4th Dimension Door (At Will), Fear (At Will); Cantrips (6th) Detect Magic, Produce Flame
Dive Bomb
Frequency once per round

Effect The hurlilu Strides using its fly Speed and makes a Strike at the end of that movement.
Flesh Tearer

If a hurlilu critically hits a foe with a melee Strike, the foe's flat check to recover from any resulting bleed damage is DC 19 instead of DC 15.

Pathfinder #190: The ChoosingOGL