Amanojaku

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Fiends of Sanguineth

Sanguineth houses a brutal, sweltering jungle known as Ogshora, which both grows and decays at an unnerving pace. None can take the same path between strongholds multiple times, as the jungle changes too rapidly for roads to be established. Within Ogshora, rivers of blood flow between fleshy tumorous growths vaguely reminiscent of mangroves. The fiends of this domain relish in emotion, be it rage, envy, or lust, and do little to curb their voracious desires besides indulge in horrific excess as they hunt through the claustrophobic foliage, which can be just as deadly as the fiends themselves.

Amanojaku

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
Armor Rating 12 Resist Occult 3
Hit Points 20 Vulnerable Primal 1, Psionic 1
Speed 30 ft, Fly 30 ft Senses Darkvision 60 ft
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 5 ft 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 15 ft 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 15 ft 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). Reach 5 ft 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.