Pusk
Creature 2 — demon, fiend, unholy
CrasherAnvilLANDdemonfiendunholy
Among the lowest and least powerful of all demons, the wretched pusks are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves. Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weake
Source: pathfinder-monster-core
Perception +6; darkvision
Languages chthonian; Telepathy 100 feet
Skills acrobatics +6, athletics +8, deception +6, stealth +6
Str
+4
Dex
+0
Con
+4
Int
-3
Wis
+0
Cha
+0
AC 17
Fort +10
Ref +4
Will +8
HP 36
Weaknesses cold-iron 3, holy 3
Speed 20 feet
Offense
Melee Jaws (magical, unarmed, unholy) +10, Damage 1d8+4 piercing
Melee Claw (agile, magical, unarmed, unholy) +10, Damage 1d6+4 slashing
Abilities
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.
Sloth — When a pusk regains their actions, roll 1d4. The pusk regains that many actions for the turn (to a maximum of 3, or 2 if the pusk is a minion).
Effects like the slowed condition can further reduce their number of actions.
Effects like the slowed condition can further reduce their number of actions.
Cower — The pusk makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a –2 penalty to attack rolls. This lasts until the pusk moves from its current space, falls Unconscious, or ends the effect as a free action.
Frenzied Slashes — The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the Clumsy 2 condition until the beginning of its next turn.
Vicious Criticals — A pusk makes the most of any weakness it finds. Whenever a pusk scores a critical hit with its claw Strike, the target takes an additional 1d6 bleed{1d6 persistent bleed} damage.
Divine Innate Spells DC 16, attack +8
3rd Slow
1st Fear
WORKS WELL WITH
SnareLANDA controller that holds a target in place smooths out this creature's unpredictable action economy by guaranteeing a target is still there to hit.
WeaverLANDA caster's save-based effects keep pressure on while this brawler's turn-to-turn output swings between weak and explosive.
PUNISHES
✖ melee reliance✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Pusk in the encounter builder — free, no install.
Open in PathfinderGM →