Kassira

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Once a powerful fiend from the lower plains, Kassira was once loosed on the material plane where she wreaked havoc on the mortal world alongside a gnoll nation. She was banished back to hell but not before she had mated with some of the gnolls and produced offspring. Over the centuries, those of her blood began a religion venerating her as a deity. Eventually she was summoned again to the material plane, this time she was venerated as a god and her followers did all that she asked. The horrors she unleashed was legendary. Eventually some good deity grew wary of her growing power and sent her back to hell. There, she reveled in her newfound power and set about extending her powers to other realms. How she ultimately did so is a source of much debate. Eventually though she attained true divinity and is now worshiped on many worlds as the Mother of Abominations and the Goddess of the Hunt.

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CR 21

LE huge outsider (devil, evil, extraplanar, lawful)

Init +14;
SensesDarkvision (60 ft.), Perception +40, See in Darkness,

Languages Celestial, Common, Draconic, Infernal, Telepathy 100 ft.,


AC 43, touch 18, flat-footed 33

hp 605 (25HD)DR 15/good and silver, Regeneration 5 (good weapons, good spells)

Fort +32, Ref +24, Will +22

Immunities Fire, Poison,

Resistances Acid 10, Cold 10,

Spell Resistance 31


Speed 40 ft. (8 squares) Fly 60 ft. (Average)

Melee bite +45 (4d8+22) Melee claw +45/+45 (3d8+22) Melee tail slap +43 (3d8+11) Melee wing +43/+43 (3d6+11)

Face 15 ft. by 15 ft. Reach 15 ft.

Base Atk +25; CMB +49 (+53 grapple); CMD 69

Atk Options Power Attack, Constrict (2d8+33), Grab,

Special Actions Devil Shaping, Disease (DC 40), Poison (DC 40),

Innate Spell-Like Abilities: blasphemy (DC 27, at will)
create undead (at will)
dispel magic (greater) (at will)
fireball (DC 23, at will)
hold monster (mass) (DC 25, at will)
invisibility (DC 10, at will)
magic circle against good (DC 10, at will)
meteor swarm (1/Day)
persistent image (DC 25, at will)
power word stun (at will)
quickened fireball (DC 23, 3/Day)
scorching ray (at will)
scrying (greater) (DC 27, at will)
summon monster ix (any 1 cr 19 or lower devil, 100%) (1/Day)
greater teleport (self plus 50 lbs. of objects only) (at will)
trap the soul (DC 28, at will)
unholy aura (DC 28, at will)
wall of fire (at will)
wish (1/Year)


Abilities Str 54, Dex 31, Con 47, Int 30, Wis 34, Cha 30

Special Qualities Aligned (Evil, Lawful), Darkvision, Regeneration 5 (good weapons, good spells), See in Darkness, Telepathy 100 ft., ,

Feats Cleave, Cleaving Finish, Great Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lunge, Martial Weapon Proficiency, Multiattack, Power Attack, Quicken Spell-Like Ability (Fireball), Simple Weapon Proficiency, Vital Strike

Skills Acrobatics +10, Appraise +35, Bluff +38, Climb +38, Craft (Untrained) +10, Diplomacy +38, Disguise +35, Escape Artist +10, Fly +34, Heal +12, Intimidate +38, Knowledge (Arcana) +35, Knowledge (Planes) +38, Knowledge (Religion) +38, Perception +40, Perform (Untrained) +10, Ride +10, Sense Motive +40, Spellcraft +38, Stealth +30, Survival +37, Swim +22, Use Magic Device +35,


Aligned (Evil, Lawful) Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving damage reduction.

Constrict (Ex) You can crush an opponent, dealing 2d8+33 bludgeoning damage, when you make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Devil Shaping (Su) Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils (see page 71) equal to the number of lemures affected. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.

Disease (Su) Devil Chills: Bite--injury; save Fort DC 40; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.

Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.

Immunity to Fire (Ex) You never take fire damage.

Immunity to Poison (Ex) You never take poison damage.

Poison (Ex) Bite--injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves.

Regeneration (Ex) You are difficult to kill. You heal damage at 5 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Good weapons and effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.

See in Darkness (Su) Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.