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Doru

Creature 1 — div, fiend, unholy

ShadeWeaverLANDAERIALfiendunholydivinepoison

These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. With silver tongues and dark motives, they often pledge themselves to vainglorious and deluded spellcasters, who they ply with wild conspiracies and rumors of deception among friends and foes alike; in the process, they push supposed masters to despotism and murderous revenge. All the while, dorus wean secrets, and weaknesses, from their marks. In t

Source: pathfinder-monster-core-2

Perception +7; greater-darkvision
Languages common, daemonic; telepathy (touch)
Skills acrobatics +7, arcana +8, deception +6, Lore (Any One) +10, religion +5, stealth +7
Str
+0
Dex
+4
Con
+1
Int
+3
Wis
+2
Cha
+3
AC 16 Fort +4 Ref +9 Will +7
HP 20
Weaknesses cold-iron 3, holy 3
Speed 15 feet, fly 30 feet

Offense

Melee Bite (agile, finesse, magical, poison, unholy) +9, Damage 1d6 piercing plus Doru Venom

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy (Touch) (aura, magical, mental) — 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.
Covetous of Secrets — Dorus have a weakness for secrets, hoarding them like a miser hoards gold. A creature can tempt a doru with some bit of obscure knowledge the doru doesn't know or thinks they don't know.

Presenting the hint of the secret is a single action, which has the concentrate and linguistic traits, and requires a skill check using Deception, Lore, or Performance (or some other appropriate skill determined by the GM) against the doru's Will DC.

On a success, the doru is Fascinated for as long as the presenter draws out the explanation of the secret (spending 1 action each round doing so, to a maximum of 1 minute). On a critical success, the doru is fascinated for that duration plus 1 minute more as it ponders the implications of the secret. Regardless of the outcome, the doru is temporarily immune to that creature's attempts to present it with secrets for 1 day.
Doru Venom (poison) — Saving Throw DC 16 Fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage (1 round)

Stage 2 1d6 poison damage and Stupefied 1 (1 round)

Stage 3 1d6 poison damage and Stupefied 2 (1 round)
Divine Innate Spells DC 17, attack +9
4th Read Omens
2nd Invisibility (at will; self only)
1st Charm, Illusory Object
Cantrips (4th) Detect Magic

WORKS WELL WITH

AnvilLAND / AERIALA durable frontline holds enemy attention while this fragile flier harasses from above and breaks off before it can be pinned down.
SnareLANDA controller that grounds or immobilizes a target keeps it exposed long enough for the venom's escalating stages to stack.
CrasherLAND / AERIALA hard-hitting ally converts whatever the venom has weakened into a finished kill before it recovers.

PUNISHES

✖ isolated targets✖ low Fort✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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