Urevian
Creature 9 (unique) — devil, fiend, unholy
Pre-Remaster content. May include legacy alignment.
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +19
Skills acrobatics +17, deception +21, diplomacy +19, intimidation +19, religion +19, society +19, thievery +18
Str
+3
Dex
+4
Con
+3
Int
+6
Wis
+4
Cha
+6
AC 28
Fort +18
Ref +17
Will +22
HP 135
Immunities fire
Resistances physical (except silver) 10, poison 10
Weaknesses holy 10
Speed 25 feet
Offense
Melee Diabolic Quill +21, Damage 2d6+9 piercing plus 1d6 spirit
Melee Horn +20, Damage 3d10+9 piercing
Abilities
Greater Darkvision — Greater Darkvision
Telepathy 100 feet (aura, magical) — Telepathy
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Distracting Declaration — Urevian keeps a few sly words at the ready to distract enemies. He always uses Deception for initiative.
Ward Contract — Any signed contract Urevian carries (including any draped over his horns) is immune to damage from creatures other than Urevian. In addition, Urevian is immune to mental effects that would make him alter, nullify, or destroy a contract.
Draft Contract (divine, manipulate) — Urevian produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a Wish spell but fulfilled to the letter by Urevian. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to Urevian and to Hell.
While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a Locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Wound (divine) — Urevian's Strikes also deal 2d6 bleed that resists attempts to heal them.
The flat check to stop the bleeding starts at DC 20 Flat. The DC is reduced to DC 15 Flat only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5.
A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 28 counteract check or the magic fails to heal the creature.
Right of Inspection — Urevian can cast his innate Scrying spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled.
Spells
Scrying (At Will) (See Right of Inspection) (rank 6)
Wall of Force (rank 6)
Call Spirit (rank 5)
Flame Strike (rank 5)
Mind Probe (rank 5)
Sending (rank 5)
Tongues (Constant) (rank 5)
Dimension Door (rank 4)
Dimension Door (At Will) (rank 4)
Private Sanctum (rank 4)
Enthrall (rank 3)
Locate (At Will) (rank 3)
Mind Reading (At Will) (rank 3)
Inveigle (rank 2)
Silence (rank 2)
Detect Magic (rank 1)
Infernal Pact (rank 1)
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