Ghalzarokh
Creature 15 (uncommon) — demon, fiend, unholy
Pre-Remaster content. May include legacy alignment.
Ghalzarokh demons, also known as tyranny demons, form from the souls of cruel autocrats. These demons subjugate weaker fiends. After amassing an army, a ghalzarokh begins a chaotic spree of bloody conquest. Demon Thralls Ghalzarokhs are bullies who prefer numerous thralls to allies. These demons loathe owing any other being a favor and serve stronger creatures only with the expectation of rich reward. A ghalzarokh can rarely be found without a fiendish entourage or army (such as a demon throng
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +28
Skills acrobatics +26, athletics +27, intimidation +30, religion +28, stealth +24
Str
+6
Dex
+3
Con
+6
Int
+4
Wis
+5
Cha
+7
AC 36
Fort +29
Ref +24
Will +26
HP 330
Weaknesses cold-iron 15, holy 15
Speed 25 feet, fly 40 feet
Offense
Melee Jaws +30, Damage 1d6 spirit plus 3d12+14 piercing
Melee Claw +30, Damage 1d6 spirit plus 3d8+14 slashing
Abilities
Telepathy 100 feet (aura, magical) — Telepathy
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Defiance Vulnerability — Defiance causes a ghalzarokh anguish. If a creature scores a critical success on a saving throw to resist the ghalzarokh's Charm, Command, Dominate, or Suggestion spells or Project Blame, the demon takes 4d6 mental damage. The demon takes the same damage if it rolls a critical failure on an Intimidation check.
Project Blame (divine, emotion, mental) — **Critical Success** The creature is temporarily immune to Project Blame for 24 hours, and the ghalzarokh suffers from its defiance vulnerability.
**Success** The creature's Stupefied condition increases by 1 (if they succeeded on a saving throw) or its Clumsy condition increases by 1 (if the demon missed them with a Strike). This increase in value lasts until the end of the creature's next turn but can't increase either condition beyond a value of 3.
**Failure** As success, but the duration changes to 1 minute. A creature can attempt a DC 36 Will save at the end of its turn to remove the effect early.
**Critical Failure** As failure, but for 24 hours.
Abyssal Spew (acid, divine, fire) — The ghalzarokh spews corrosive flame that deals 8d6 acid plus 8d6 fire{8d6 acid damage and 8d6 fire damage} in a 40-foot cone (DC 36 Reflex save). The ghalzarokh can't use Abyssal Spew again for 1d4 rounds.
Rend — Claw
Rend
Spells
Dominate (rank 6)
Suggestion (rank 4)
Fireball (rank 3)
See Invisibility (Constant) (rank 2)
Abyssal Pact (rank 1)
Charm (At Will) (rank 1)
Command (At Will) (rank 1)
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