Zebub
Creature 3 — devil, fiend, unholy
ShadeLANDAERIALdevilfiendunholy
Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to other devils but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant
Source: pathfinder-monster-core-2
Perception +12; greater-darkvision
Languages diabolic, draconic, empyrean; telepathy 100 feet
Skills acrobatics +10, arcana +7, deception +8, religion +9, stealth +10
Str
+1
Dex
+4
Con
+1
Int
+0
Wis
+3
Cha
+1
AC 18
Fort +8
Ref +10
Will +8
+1 status to all saves vs. magic
HP 30
Immunities fire
Resistances physical (except silver) 5, poison 5
Weaknesses holy 5
Speed 15 feet, fly 50 feet
Offense
Melee Mandibles (finesse, magical, unholy) +12, Damage 1d10+5 piercing plus Cocytan Filth
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 —
Cocytan Filth (disease, virulent) — Saving Throw DC 18 Fortitude
Onset 1d4 days
Stage 1 Enfeebled 1 (1 day)
Stage 2 Enfeebled 2 (1 day)
Stage 3 Enfeebled 3 (1 day)
Onset 1d4 days
Stage 1 Enfeebled 1 (1 day)
Stage 2 Enfeebled 2 (1 day)
Stage 3 Enfeebled 3 (1 day)
Diabolic Eye (divine) — The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature.
The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information.
After relaying their visions to another, the zebub can't ever recall those events again.
The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information.
After relaying their visions to another, the zebub can't ever recall those events again.
Sneak Attack — The zebub's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.
Divine Innate Spells DC 17, attack +7
4th Translocate, Translocate (At Will)
2nd Invisibility (at will, self only)
1st Summon Animal (swarm creatures only)
Cantrips (4th) Message
WORKS WELL WITH
FlankerLAND / AERIALAnother mobile striker forcing Off-Guard positioning feeds directly into this skirmisher's precision Strikes.
SnareLAND / AERIALA controller that restrains or Frightens a target keeps it from fleeing this skirmisher's precision Strikes.
WeaverLAND / AERIALA caster's Fortitude debuffs make the lingering curse from this skirmisher's Strikes compound faster.
PUNISHES
✖ being caught Off-Guard✖ low Perception✖ isolated allies
Avoid stacking with another fragile skirmisher; both rely on the same Off-Guard window and neither can absorb focused fire.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Zebub in the encounter builder — free, no install.
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