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Doprillu

Creature 14 — aberration

The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations

Source: pathfinder-monster-core-2

Perception +22
Skills acrobatics +26, athletics +30, intimidation +22, stealth +24
Str
+8
Dex
+6
Con
+7
Int
+1
Wis
+4
Cha
+2
AC 36 Fort +27 Ref +28 Will +24
HP 260
Resistances fire 15
Speed 40 feet, climb 40 feet

Offense

Melee Fist +30, Damage 3d8+16 bludgeoning plus 2d6 fire
Melee Body Strike +30, Damage 3d8+16 bludgeoning

Abilities

Constant Spells — Constant Spells
+2 Status Bonus to Saves vs. Fear
Regeneration 20 (Deactivated by Cold) — Regeneration
Deflect Arrow
Mask of Power — A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to Enfeebled and Slowed, and it immediately becomes Enfeebled 1. The Enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of Enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the Enfeebled condition. A creature can pull off the mask with a successful Athletics check to .
Volcanic Veins (fire) — Fiery magma runs through the doprillu's veins. A creature that starts its turn Grabbed by the doprillu takes 7d6 fire damage.
Whirlwind Throw
Improved Grab — Improved Grab

Spells

See the Unseen (Constant) (rank 2)

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