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Osyluth

Creature 9 — devil, fiend, unholy

Pre-Remaster content. May include legacy alignment.

ShadeAnvilLANDAERIALdevilfiend

An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which Hell is so well known. These devils' charge is to seek out heresies, both among mortals and among other fiends-a commandment they uphold with unwavering fervor. They spawn within the Styx-fed swamps of Hell's fifth layer, Stygia; where heresies and the souls of heretics stagnate, osyluths eventually rise. In the remote corners of that same layer of Hell, they build massive, calcified hives where they perform

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +21; greater-darkvision
Languages diabolic, draconic, empyrean; telepathy 100 feet
Skills arcana +18, deception +19, intimidation +21, religion +17, stealth +20
Str
+5
Dex
+5
Con
+4
Int
+3
Wis
+4
Cha
+4
AC 28 Fort +17 Ref +18 Will +17 +1 status to all saves vs. magic
HP 135
Immunities fire
Resistances physical (except silver) 10, poison 10
Weaknesses holy 10
Speed 35 feet, fly 30 feet

Offense

Melee Jaws (magical, unarmed, unholy) +21, Damage 2d10+11 piercing plus 1d6 spirit
Melee Claw (agile, magical, reach-10, unarmed, unholy) +21, Damage 2d6+11 slashing plus 1d6 spirit
Melee Stinger (evil, magical, reach-15, unholy) +21, Damage 1d10+11 piercing plus 1d6 spirit plus Osyluth Venom
Ranged Bone Shard (evil, magical, unholy) +21, range increment 30 feet, Damage 2d6+8 piercing

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) — 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.
+1 Status to All Saves vs. Magic
Osyluth Venom (poison) — Saving Throw DC 25 Fortitude

Maximum Duration 6 rounds

Stage 1 2d6 poison damage, Enfeebled 1 (1 round)

Stage 2 3d6 poison damage and enfeebled 1 (1 round)

Stage 3 3d6 poison damage and Enfeebled 2 (1 round). Once a creature reaches stage 3, it takes a -4 status penalty to Will saves against attempts to Coerce it for 1 hour (this is a mental effect)
Quick Invisibility — The osyluth can cast innate Invisibility using only 1 action.
Sadistic Strike — An osyluth deals an extra 2d6 damage whenever they Strike an Enfeebled, Frightened, or Prone creature.
Stygian Inquisitor (linguistic, mental) — The osyluth telepathically questions a creature affected by Ring of Truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 mental damage.
Tail Sweep — The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked Prone.
Divine Innate Spells DC 25, attack +17
4th Dimension Door, Dimension Door (At Will), Dimensional Anchor, Dimensional Anchor, Discern Lies
3rd Zone of Truth
2nd Invisibility (At Will) (Self Only)
1st Phantom Pain

WORKS WELL WITH

CrasherLAND / AERIALGenerates prone and frightened conditions that trigger the osyluth's Sadistic Strike bonus damage.
FlankerLAND / AERIALCreates flanking opportunities that compound with the osyluth's reach-enabled claw and stinger attacks.
MenderLAND / AERIALHealing sustain keeps the osyluth in melee long enough to stack venom and exploit Sadistic Strike.

PUNISHES

✖ clumping✖ low Fortitude
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 Bestiary 2.

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