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Vaklish

Creature 12 (unique) — fiend, rakshasa, unholy

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDfiend

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +22; darkvision
Languages common, diabolic, vudrani
Skills crafting +23, deception +26, diplomacy +22, intimidation +22, occultism +25, performance +20, stealth +22
Str
+5
Dex
+6
Con
+4
Int
+5
Wis
+3
Cha
+4
Items Wand of Vampiric Exsanguination (Level 6)
AC 33 Fort +22 Ref +22 Will +23 +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 185
Resistances physical (except piercing) 12
Weaknesses holy 10
Speed 35 feet

Offense

Melee Fangs (agile, magical, unholy) +23, Damage 3d10+11 piercing
Melee Claw (agile, finesse, magical, unarmed, unholy) +24, Damage 3d8+11 slashing

Abilities

+2 Status to All Saves vs. Magic
+3 Status to All Saves vs. Divine Magic
Scoff at the Divine — Vaklish can't Scoff at the Divine for 1d4 rounds.
Change Shape (concentrate, occult, polymorph) — Vaklish takes on the appearance of any Medium humanoid. This doesn't change Valish's Speed or the attack and damage modifiers with his Strikes but might change the damage type his Strikes deal (typically to bludgeoning). He typically loses his fangs Strike unless the humanoid form has fangs or a similar unarmed attack.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Disturbing Vision (concentrate, mental, occult) — Vaklish's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 32 Will save or become Sickened 1 (and Stunned 1 on a critical failure).

The visions last 1d4 rounds, and while they do, Vaklish and all evil creatures in the area gain a +1 status bonus to all checks. Vaklish can use this ability again only once the previous visions end.
Occult Spontaneous Spells DC 32, attack +24
6th Dominate, Feeblemind, Spirit Blast
5th Shadow Blast, Synaptic Pulse
4th Fly, Suggestion
3rd Dream Message, Hypnotic Pattern, Slow
2nd Dispel Magic, Hideous Laughter, Mirror Image, Silence
1st Charm, Magic Missile, Ray of Enfeeblement, Soothe
Cantrips (6th) Dancing Lights, Detect Magic, Mage Hand, Shield, Telekinetic Projectile
Occult Innate Spells DC 32, attack +24
3rd Mind Reading (At Will)

WORKS WELL WITH

CrasherLANDCrasher forces enemies into disadvantageous positions where Weaver's area debuffs catch multiple targets.
AnvilLANDAnvil occupies the frontline while Weaver shapes the battlefield with spells and misdirection.
SniperLANDWeaver's debuffs and area control create safe firing lanes for Sniper to exploit.

PUNISHES

✖ clumping✖ divine reliance
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 #147: Tomorrow Must Burn.

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