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Urevian

Creature 9 (unique) — devil, fiend, unholy

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDdevilfiend

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +19; greater-darkvision
Languages aklo, chthonian, common, diabolic, empyrean, necril, sakvroth; telepathy 100 feet, tongues
Skills acrobatics +17, deception +21, diplomacy +19, intimidation +19, Legal Lore +23, 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 +1 status to all saves vs. magic
HP 135
Immunities fire
Resistances physical (except silver) 10, poison 10
Weaknesses holy 10
Speed 25 feet

Offense

Melee Diabolic Quill (agile, evil, fatal-d12, finesse, magical, reach-10, unholy) +21, Damage 2d6+9 piercing plus 1d6 spirit plus Infernal Wound
Melee Horn (magical, unarmed, unholy) +20, Damage 3d10+9 piercing plus Infernal Wound

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.
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
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.
Divine Innate Spells DC 30, attack +22
6th Scrying (At Will) (See Right of Inspection), Wall of Force
5th Flame Strike, Mind Probe, Sending (×3), Tongues (Constant)
4th Dimension Door, Dimension Door (At Will), Private Sanctum
3rd Enthrall, Locate (At Will), Mind Reading (At Will)
2nd Silence
Cantrips (6th) Detect Magic

WORKS WELL WITH

AnvilLANDThe Anvil provides a durable front line that protects the Weaver while it deploys debuffs and contracts, resolving the priority tension between controlling and surviving.
FlankerLANDThe Flanker exploits off-guard created by the Weaver's distractions and debuffs, turning the Weaver's positioning control into direct damage pressure.

PUNISHES

✖ melee reliance✖ low Will
same-role stacking leaves the party without a durable front line
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 #164: Hands of the Devil.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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