Gylou
Creature 14 — devil, fiend, unholy
SnareShadeLANDVERTICALdevilfiendunholy
Though gylous are deeply entrenched in the expansive and complex machinations of Hell, they are highly skilled agents capable of nuanced diplomacy, masterful deception, physical finesse, and nearly any other tasks they set their minds to. This versatility has led to gylous becoming widespread throughout all layers of Hell, enabling them to filter key information to their masters regarding other devils' plots and schemes. Their allegiance is no secret, but their skills are so great that powerful
Source: pathfinder-monster-core
Perception +28; greater-darkvision, truesight 60 feet
Languages common, diabolic, draconic, empyrean; Telepathy 100 feet
Skills acrobatics +28, arcana +25, athletics +28, deception +30, diplomacy +28, religion +26, stealth +28
Str
+4
Dex
+8
Con
+4
Int
+5
Wis
+6
Cha
+8
AC 36
Fort +22
Ref +25
Will +28
+1 status to all saves vs. magic
HP 240
Immunities fire
Resistances physical (except silver) 10, poison 10
Weaknesses holy 10
Speed 35 feet, climb 35 feet
Offense
Melee Claw (agile, finesse, magical, unarmed, unholy) +30, Damage 3d8+12 slashing
Melee Tentacle (finesse, magical, reach-10, unarmed, unholy) +30, Damage 3d12+12 bludgeoning plus Grab
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 100 feet (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.
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.
+1 Status to All Saves vs. Magic —
Reflexive Grab —
Change Shape (concentrate, divine, polymorph) — The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Encage in Tentacles (attack) —
Indispensable Savvy — Frequency once per day
Trigger The gylou attempts a skill check but hasn't rolled yet
Effect The gylou demonstrates a preternatural ability for the task at hand. They use their Deception modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first.
Trigger The gylou attempts a skill check but hasn't rolled yet
Effect The gylou demonstrates a preternatural ability for the task at hand. They use their Deception modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first.
Grab —
Divine Innate Spells DC 36, attack +28
6th Dominate, Truesight (Constant)
5th Slither
4th Translocate, Translocate (At Will)
3rd Enthrall (At Will)
2nd Dispel Magic
1st Charm (×3), Illusory Object (At Will)
WORKS WELL WITH
CrasherLAND / VERTICALA heavy striker punishes whoever this fiend isolates and encages, since the tentacled target cannot easily assist allies.
AnvilLAND / VERTICALA durable frontline body holds the rest of the party's attention while the fiend deceives its way into range of an isolated target.
WeaverLANDA caster's battlefield control compounds the pressure on a target already encaged and unable to reposition.
PUNISHES
✖ isolated targets✖ low Fortitude✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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