Amanojaku: Difference between revisions

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Appearing like a [[satyr]] after some horrible experiment, a [[Baalthezar]] has the torso of a [[human]] with three arms, the head of a goat with three horns and three eyes, and three goat legs. Immensely cunning, this fiend delights in communing with and corrupting [[witch]] covens, making deals with mortals, and entering pacts that will force others to further the Baalthezar’s own agenda.
With a devious nature matched only by its insatiable thirst for corruption, the Amanojaku delights in antagonizing mortals, toying with their minds and souls. The Amanojaku lurks invisibly, whispering wicked thoughts into mortals’ consciousness and nudging them to commit vile deeds.


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Revision as of 05:12, 9 February 2024

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With a devious nature matched only by its insatiable thirst for corruption, the Amanojaku delights in antagonizing mortals, toying with their minds and souls. The Amanojaku lurks invisibly, whispering wicked thoughts into mortals’ consciousness and nudging them to commit vile deeds.

Amanojaku

Monster Level: 6
Tiny. Fiend Humanoid
STR DEX END AWR INT CHA
-3 3 0 2 0 3
Ref: 13 Fort: 10 Ant: 12 Log: 10 Will: 13
Resist t Occult 3
Armor Rating 12 Vulnerable Primal 1, Psionic 1
Hit Points 20
Speed 30ft, Fly 30ft Senses Darkvision 60ft
Skills (DEX) Sneaking +6; (CHA)

Deceiving +6, Persuading +6

Traits Immutable
Features
Invisibility. The Amanojaku is able to make itself magically invisible at will and is Unseen while invisible in this way. Taking damage or making an attack forces this invisibility to end for one minute. Entice (1/Day). The Amanojaku can pick a creature that it has Enthralled within the past hour. It can cast the Entice Ritual on that creature.

Occult Magic. Using CHA, the Amanojaku can cast the following occult magic innately. (At Will) Cultic Revenge, Mesmerize (1/Rest) Babble

Actions

The Amanojaku can take TWO of the following actions, or take the same action twice.

Move. The Amanojaku can move up to its speed.

Claws. Reach 5ft Natural Weapon. +3 vs AR. Hit: 5 (1d4+3) sharp. Chant. The Amanojaku can cast one of its at will chants.

OR the Amanojaku can take ONE of the following actions.

Negative Influence. Ranged (15ft) Natural Weapon. +6 vs WILL. This Attack does not end the Amanojaku’s Invisibility. Hit: The target immediately makes a DC 13 CHA check. If successful, they become aware that the thought or idea was not their own but are still not aware of the Amanojaku. Fiendish Whispers. Ranged (15ft) Natural Weapon. +3 vs WILL. Hit: The target gains the Enthralled Condition for 1 minute. An Enthralled creature can make a DC 13 CHA check at the end of its turns, ending the effect on a successful check.

Babble (1/Rest). The Amanojaku can cast Babble. Possess (1/Week). Melee Natural Weapon. +3 vs WILL of an Enthralled creature. Hit: The Amanojaku possesses the target. It becomes incorporeal and dwells inside the target, automatically hitting with Negative Influence and Fiendish Whispers attacks until cast out. This possession ends when the Amanojaku chooses, or once the host creature has 0 HP and 4 death points. The Exorcism ritual and similar effects can also end this possession.