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Ayngavhaul

Creature 13 — devil, fiend, unholy

Where a bright mind seeking knowledge becomes corrupted by eloquent lies and twisted truths, an ayngavhaul is sure to lurk. Often donned in the holy vestments of other faiths in a twisted mockery of their principles, these wily, well-read devils delight in using their knowledge to twist religious texts and teachings into the dangerous principles those same texts warn against. While many ayngavhauls develop advanced knowledge of unique specializations, there are many whose depth of knowledge of a

Source: pathfinder-monster-core-2

Perception +26
Skills arcana +27, deception +26, diplomacy +24, religion +24
Str
+4
Dex
+4
Con
+5
Int
+8
Wis
+5
Cha
+5
AC 34 Fort +23 Ref +20 Will +26
HP 240
Immunities fire
Resistances physical (except silver) 10
Weaknesses holy 10
Speed 15 feet

Offense

Melee Claw +25, Damage 3d8+8 slashing
Ranged Searing Words +27, Damage 1d6 fire plus 3d10+8 mental

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Personal Library — Any tomes an ayngavhaul is reading or referencing for their current work can be stored in the devil's personal library, a floating collecting of tomes revolving around the devil that can be used offensively or defensively. Retrieving or returning a tome requires an Interact action.
Spellblock Tome (divine, manipulate) —
Herald Heresy (auditory, divine, unholy) — The ayngavhaul imparts blasphemous thoughts into the minds of all non-devil creatures within a 20-foot type:burst up to 60 feet away. An affected creature takes 2d10 mental damage plus 2d10 spirit damage and must attempt a DC 33 Will save. Affected creatures gain a cumulative +1 circumstance bonus (up to a total of +4) to saves against all future attempts to Herald Heresy for 1 minute, as they become inured to the blasphemies. **Critical Success** The creature is unaffected and becomes temporarily immune for 1 hour. **Success** The creature takes half damage. **Failure** The creature takes full damage and becomes Slowed 1. **Critical Failure** The creature takes double damage and becomes Slowed 2.
Poison Minds — Creatures hit by the ayngavhaul's searing words must succeed at a DC 33 Will saving throw or become Stupefied 1 for 1 round (or Stupefied 2 on a critical failure). If the target is trained in Religion, they take a –2 circumstance penalty to their save.

Spells

Dominate (rank 6)
Never Mind (rank 6)
Banishment (rank 5)
Mind Probe (rank 5)
Subconscious Suggestion (rank 5)
Daze (rank 1)
Detect Magic (rank 1)
Figment (rank 1)
Phase Bolt (rank 1)
Telekinetic Hand (rank 1)

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