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Delaraius Solzakarr

Creature 20 (unique) — human, humanoid, unholy

Source: curtain-call-bestiary

Perception +36
Skills acrobatics +35, deception +39, diplomacy +37, intimidation +37, medicine +36, occultism +36, religion +38, society +34, stealth +37, thievery +37
Str
+4
Dex
+9
Con
+6
Int
+8
Wis
+10
Cha
+9
AC 45 Fort +32 Ref +35 Will +38
HP 375
Immunities bleed
Weaknesses vulnerable-to-sunlight 50
Speed 25 feet

Offense

Melee Shortsword +37, Damage 1d6 bleed plus 3d6+12 piercing plus 1d4 spirit

Abilities

Skinsaw Eye — Norgorber granted Delaraius an eye to aid him in his quest for vengeance, but this eye also significantly enhances the priest. It grants him darkvision and Truesight as a constant innate spell, and also increases all of his attribute modifiers by 4. He is immune to bleed damage, magical detection and mental communication (unless he chooses otherwise), and magical alteration of his memories unless he chooses to be affected or the effect comes from a deity or artifact. The Skinsaw Eye serves as a religious symbol for Delaraius. If he ever loses the Skinsaw Eye , Delaraius loses all of these benefits and becomes Drained 3.
Vulnerable to Sunlight — Delaraius takes 50 untyped damage for every hour he's exposed to sunlight.
King of Keys — Delaraius's magic is more powerful when he's located in Vyre or Duskfathom. The counteract DC for all of his spells increases by 2 as long as the spell effect is located in either of these locations, and Delaraius gains a +2 status bonus on counteract checks while in either location.
Skinsaw Strike (divine) — Delaraius focuses his attention on a target he can see, causing his Skinsaw Eye to glow red for a moment as he seeks out the most painful place to attack that target. He then attempts a Medicine check against the target's Fortitude DC; on a success, that target is Off-Guard to Delaraius until the end of his turn. On a critical success, that target is off-guard to Delaraius until the end of his next turn.
Sneak Attack — Delaraius deals 3d6 extra precision damage to creatures who are Off-Guard.

Spells

Gate (rank 10)
Overwhelming Presence (rank 9)
Pinpoint (rank 8)
Interplanar Teleport (rank 7)
Planar Seal (rank 7)
Regenerate (rank 7)
Teleportation Circle (rank 7)
Dominate (rank 6)
Repulsion (rank 6)
Planar Servitor (rank 5)
Resurrect (rank 5)
Scouting Eye (rank 5)
Truespeech (rank 5)
Talking Corpse (rank 4)
Trickster's Twin (rank 4)
Unfettered Movement (rank 4)
Vision of Death (rank 4)
Blindness (rank 3)
Dream Message (rank 3)
Geas (rank 3)
Blood Vendetta (rank 2)
Calm (rank 2)
Cleanse Affliction (rank 2)
Dispel Magic (rank 2)
Invisibility (rank 2)
Translate (rank 2)
Command (rank 1)
Daze (rank 1)
Death's Call (rank 1)
Enfeeble (rank 1)
Fear (rank 1)
Harm (rank 1)
Heal (rank 1)
Lock (rank 1)
Message (rank 1)
Read Aura (rank 1)
Sanctuary (rank 1)
Shield (rank 1)
Sudden Shift (rank 1)
Void Warp (rank 1)

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