Vordine
Creature 5 — devil, fiend, unholy
FlankerSnareLANDdevilfiendunholyfire
The vast city of Dis trains endless legions of vordines to guard the upper layers of Hell and march across the planes at the archdevils' orders. Although quick to bend their knees to higher-ranking devils and even mortals favored by Asmodeus, vordines are relentlessly cruel to orts and other devils they can call their subordinates. Although higher ranks in the infernal military are held by more powerful devils, like the nessari who serve as generals, a labyrinthine structure gives each vordine
Source: pathfinder-monster-core
Perception +12; greater-darkvision
Languages common, diabolic; Telepathy 100 feet
Skills acrobatics +13, athletics +15, intimidation +13, religion +12, Warfare Lore +13
Str
+4
Dex
+4
Con
+5
Int
+2
Wis
+3
Cha
+2
Items Whip, Trident, Breastplate
AC 22
Fort +14
Ref +13
Will +10
+1 status to all saves vs. magic
HP 60
Immunities fire
Resistances physical (except silver) 5, poison 5
Weaknesses holy 5
Speed 25 feet
Offense
Melee Trident (magical, unholy) +15, Damage 1d8+10 piercing
Melee Whip (disarm, finesse, magical, nonlethal, reach-10, trip, unholy) +15, Damage 1d4+10 bludgeoning
Melee Hoof (agile, magical, unholy) +15, Damage 1d4+7 bludgeoning plus 1d4 fire
Ranged Trident (magical, thrown-20, unholy) +13, Damage 1d8+10 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, 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.
+1 Status to All Saves vs. Magic —
Reactive Strike —
Burning Hoofprints (divine, fire, unholy) — The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.
Trident of Dis — The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.
Divine Innate Spells DC 19, attack +11
4th Translocate (At Will)
WORKS WELL WITH
AnvilLANDA steady frontline unholy ally standing between the vordine and its target empowers the Trident of Dis for extra damage.
WeaverLANDA caster that keeps foes Off-Guard or restrained lets the vordine's reach whip trips and disarms land more reliably.
CrasherLANDA heavy bruiser forces foes to retreat through the burning hoofprints the vordine leaves in its wake.
PUNISHES
✖ melee clustering✖ standing in burning terrain✖ low Fortitude
This creature has no way to leave the ground, so pairing it with purely aerial allies squanders the terrain it controls.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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