Advanced Half-Fiend Decapus

Advanced Half-Fiend Decapus CR 6

XP 2,400
Advanced half-fiend decapus
CE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (8d8+40)
Fort +6, Ref +5, Will +9; –4 vs. fear effects
DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17
Weaknesses sense of doom

OFFENSE

Speed 10 ft., climb 30 ft., fly 20 ft. (good)
Melee bite +10 (1d6+4), 2 claws +10 (1d4+4), tentacles +10 (2d4+4 plus grab)
Special Attacks constrict (2d4+6), smite good 1/day
Spell-Like Abilities (CL 8th; concentration +10)

Constantminor image (DC 14)
3/daydarkness, poison (DC 16)
1/daydesecrate, unholy blight (DC 16)

TACTICS

During Combat He is a powerful melee combatant, but its sense of doom prevents it from immediately swooping in to fight foes in melee. Instead, it hovers near the ceiling so it can use unholy blight and its wand of scorching ray for the first few rounds of combat, flying in to cast poison on the most heavily-armored foe. It retreats into the air to use its wand for 1d3 rounds after each time its sense of doom activates.

Morale If reduced to 7 or fewer hit points, he spends its next turn shrieking into the air. If the creature survives this round, it continues to fight thereafter to the death.

STATISTICS

Str 18, Dex 17, Con 19, Int 14, Wis 13, Cha 14
Base Atk +6; CMB +10 (+14 grapple); CMD 23 (can’t be tripped)
Feats Combat Casting, Improved Initiative, Iron Will, Toughness
Skills Acrobatics +14, Bluff +13, Climb +23, Fly +18, Knowledge (religion) +13, Perception +16, Stealth +14, Use Magic Device +13
Languages Abyssal, Aklo, +1 additional
SQ sound mimicry (voices), tentacles
Combat Gear wand of scorching ray (30 charges); Other Gear circlet of persuasion

SPECIAL ABILITIES

Sense of Doom (Ex)

The sense of doom that fills his alien mind causes it to take a –4 penalty on saving throws against fear effects. In addition, each time it rolls a natural 1 on an attack roll or saving throw, and each time it takes a critical hit, it becomes shaken for the following round, taking a –2 penalty on all d20 rolls for that duration.

Section 15: Copyright Notice

Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs.

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