Japalisura
Creature 12 — asura, fiend, unholy
Pre-Remaster content. May include legacy alignment.
ShadeSniperLANDfiendunholy
Japalisuras have a perverse propensity for extracting embarrassing truths from the universe, using a combination of artifice and prophecy to obscure the truth and corrupt traditional soothsaying. They have a special talent for manipulation-feeding listeners' worst impulses and prejudices, telling them what their prey most want to hear, and twisting their perceptions to suit the japalisuras' own ends. All this occurs from behind a veil, though, for japalisuras are grotesque fiends with six arms,
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +22; darkvision
Languages common, diabolic; telepathy 80 feet
Skills acrobatics +25, athletics +23, deception +25, religion +22, stealth +21
Str
+5
Dex
+7
Con
+4
Int
+2
Wis
+4
Cha
+5
Items Hatchet (2), Composite Shortbow (2)
AC 33
Fort +20
Ref +25
Will +20
+1 status to all saves vs. magic
HP 235
Immunities curse
Weaknesses holy 10
Speed 40 feet
Offense
Melee Hatchet (agile, sweep, unholy) +23, Damage 1d6+8 slashing plus 4d6 mental plus 1d6 spirit
Ranged Composite Shortbow (deadly-d10, magical, unholy) +26, range 60 feet, Damage 2d6+5 piercing plus 4d6 mental plus 1d6 spirit
Abilities
Telepathy 80 feet (aura, magical) — 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 —
Disorienting Faces (aura, mental, visual) — 30 feet. The japalisura's faces constantly shift and morph, each visage more grotesque than the last. When a creature enters or starts its turn in the aura, it must attempt a DC 32 Will save.
Critical Success The creature is unaffected and is temporarily immune to Disorienting Faces for 1 minute.
Success The creature is unaffected.
Failure The creature is disoriented by the horrible faces, taking a -2 circumstance penalty to checks and DCs against the japalisura while it remains in the aura.
Critical Failure As failure, except the circumstance penalty is -3.
Critical Success The creature is unaffected and is temporarily immune to Disorienting Faces for 1 minute.
Success The creature is unaffected.
Failure The creature is disoriented by the horrible faces, taking a -2 circumstance penalty to checks and DCs against the japalisura while it remains in the aura.
Critical Failure As failure, except the circumstance penalty is -3.
Return Arrow —
False Foe (divine, incapacitation, mental) — Frequency once per round.
Effect The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a Deception check against the target's Perception DC.
Critical Success For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will save to end the effect early.
Success As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save.
Failure The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day.
Effect The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a Deception check against the target's Perception DC.
Critical Success For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will save to end the effect early.
Success As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save.
Failure The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day.
Veil of Lies — Japalisuras can produce infinite arrows, as if from an invisible quiver. Each arrow carries a veil of lies that tears at the target's psyche, dealing 4d6 mental damage while simultaneously imparting an almost addictively sweet sensation. A japalisura's hatchets are also soaked in the same veil of lies.
This damage is already reflected in the Strikes above.
This damage is already reflected in the Strikes above.
Divine Innate Spells DC 32, attack +24
4th Read Omens (At Will)
3rd Nondetection (Constant) (Self Only)
2nd Augury (At Will), See Invisibility (Constant)
1st Illusory Disguise, Magic Aura (Constant) (Self Only)
WORKS WELL WITH
AnvilLANDAnvil draws attention while confusion and deception effects isolate vulnerable backline targets from their allies.
CrasherLANDConfusion aura disorients enemy formations, letting a Crasher eliminate isolated foes without coordinated retaliation.
WeaverLANDStacking mental debuffs from the confusion aura with spell-based control compounds Will-save pressure across the enemy party.
PUNISHES
✖ low Will✖ clumping✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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