Nessari
Creature 20 — devil, fiend, unholy
AnvilWeaverLANDAERIALdevilfiendunholy
When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of the nessaris masterminded the incursion. Cunning, powerful, and ruthless, nessaris often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, nessaris claim mortal souls that they corrupt into ort servants, which can then be shaped and transforme
Source: pathfinder-monster-core
Perception +37; greater-darkvision, truesight 60 feet
Languages common, diabolic, draconic, empyrean; telepathy 100 feet
Skills acrobatics +34, arcana +32, athletics +33, deception +39, diplomacy +34, intimidation +39, religion +37, society +36, stealth +34
Str
+9
Dex
+8
Con
+9
Int
+8
Wis
+9
Cha
+8
AC 46
Fort +37
Ref +32
Will +35
+1 status to all saves vs. magic
HP 335 (regeneration 30 (deactivated by holy))
Immunities fire
Resistances physical (except silver) 15, poison 15
Weaknesses holy 15
Speed 35 feet, fly 50 feet
Offense
Melee Jaws (magical, poison, reach-10, unarmed, unholy) +40, Damage 4d10+17 piercing plus Pit Fiend Venom
Melee Claw (agile, magical, reach-10, unarmed, unholy) +38, Damage 4d6+17 slashing plus 2d6 spirit
Melee Tail (magical, reach-10, unholy) +36, Damage 4d10+17 bludgeoning plus Improved Grab
Melee Wing (magical, reach-15, unholy) +36, Damage 4d6+17 slashing
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 —
Regeneration 30 (Deactivated by Holy) — 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.
Commander's Aura (aura, divine) — 100 feet.
Commanded or allied unholy creatures in the aura of lower level than the nessari gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Commanded or allied unholy creatures in the aura of lower level than the nessari gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Frightful Presence (aura, divine, emotion, fear, mental) — 20 feet. DC 42 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Reactive Strike (Special) — The nessari can make a Reactive Strike when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Constrict (unholy) — 2d10+17 bludgeoning, DC 43 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Fast Swoop — The nessari Flies and makes a wing Strike at any point during its movement.
Masterful Quickened Casting (concentrate) — Frequency once per round
Effect If the nessari's next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).
Effect If the nessari's next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).
Nessari Venom (poison) — Saving Throw DC 43 Fortitude
Maximum Duration 10 rounds
Stage 1 6d6 poison damage and Drained 1 (1 round)
Stage 2 7d6 poison damage and Drained 2 (1 round)
Stage 3 8d6 poison damage and Drained 3 (1 round)
Maximum Duration 10 rounds
Stage 1 6d6 poison damage and Drained 1 (1 round)
Stage 2 7d6 poison damage and Drained 2 (1 round)
Stage 3 8d6 poison damage and Drained 3 (1 round)
Shape Devils (divine, downtime) — The nessari reshapes a large number of orts within a 600-foot emanation into more powerful devils to swell Hell's legions. The nessari must have available the number of orts listed on the table below.
Devil Level Number of Orts 4 or below 4 5-6 8 7-8 16 9-10 32 11-12 64 13-14 128 15-16 256 17-18 512 19-20 1.024 The nessari can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way are in thrall to the nessari and follow its orders, with the exception of created nessaris or other devils of similar power, which are always independent. As a result, few nessaris choose to create peers. At the end of the Shape Devils activity, the nessari attempts an incredibly hard Religion check of the desired devil's level, with results as follows.
Critical Success The nessari shapes two devils from the massed orts instead of one.
Success The nessari shapes a devil of the desired type and level.
Failure The devil shaped from the orts is 2 levels lower than the intended devil.
Critical Failure The nessari fails to shape any devils and draws the ire of an archdevil for its waste of resources.
Devil Level Number of Orts 4 or below 4 5-6 8 7-8 16 9-10 32 11-12 64 13-14 128 15-16 256 17-18 512 19-20 1.024 The nessari can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way are in thrall to the nessari and follow its orders, with the exception of created nessaris or other devils of similar power, which are always independent. As a result, few nessaris choose to create peers. At the end of the Shape Devils activity, the nessari attempts an incredibly hard Religion check of the desired devil's level, with results as follows.
Critical Success The nessari shapes two devils from the massed orts instead of one.
Success The nessari shapes a devil of the desired type and level.
Failure The devil shaped from the orts is 2 levels lower than the intended devil.
Critical Failure The nessari fails to shape any devils and draws the ire of an archdevil for its waste of resources.
Improved Grab —
Divine Innate Spells DC 42, attack +34
10th Manifestation
9th Falling Stars, Seize Soul (At Will)
7th Divine Decree (At Will)
6th Scrying, Truesight (Constant)
4th Translocate, Translocate (At Will), Wall of Fire (At Will)
3rd Fireball (At Will)
2nd Dispel Magic (At Will)
WORKS WELL WITH
SniperLAND / AERIALA ranged attacker avoids the disruption this devil's special Reactive Strike deals out to anyone using a concentrate action nearby.
SnareLANDA controller that immobilizes a target guarantees the Grab and Constrict combination lands without a Step away.
FlankerLAND / AERIALA mobile skirmisher benefits from the status bonuses Commander's Aura grants to nearby unholy allies while it repositions to a flank.
PUNISHES
✖ melee reliance✖ concentrate action reliance✖ low Fortitude✖ clumping
Do not stack this devil with another aura-buffing Weaver; the circumstance bonuses from Commander's Aura do not compound with a duplicate effect.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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