Doprillu
Creature 14 — aberration
SnareCrasherLANDVERTICALaberrationfire
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; darkvision, see-invisibility
Languages aklo, common, sakvroth
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
+2 status to all saves vs. fear
HP 260 (regeneration 20 (deactivated by cold))
Resistances fire 15
Speed 40 feet, climb 40 feet
Offense
Melee Fist (agile, magical, unarmed) +30, Damage 3d8+16 bludgeoning plus 2d6 fire plus Improved Grab
Melee Body Strike (magical, reach-10) +30, Damage 3d8+16 bludgeoning
**Requirements** The doprillu has a creature Grabbed
**Effect** The doprillu swings the grabbed creature as a weapon. This Strike has a +30 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target.
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+2 Status Bonus to Saves vs. Fear —
Regeneration 20 (Deactivated by Cold) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
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 Force Open.
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 Force Open.
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 —
Occult Innate Spells DC 28, attack +18
2nd See the Unseen (Constant)
WORKS WELL WITH
AnvilLAND / VERTICALA durable frontline body draws attacks while this aberration isolates and grinds down whichever foe it manages to Grab.
WeaverLANDA caster's control spell keeps other party members occupied while the aberration deals with its Grabbed target.
SniperLAND / VERTICALRanged damage against the Grabbed victim compounds the fire damage from being restrained, ending the fight faster.
PUNISHES
✖ isolated targets✖ melee reliance✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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