Doprillu

Level 14
Creature· aberrationMediumRemaster
AC 36
HP 260 (regeneration 20 (deactivated by cold))
Speed 40 ft.
Fort +27
Ref +28
Will +24
Perc +22
Size Medium
Common
Resistances fire 15
Spells
Occult Innate Spells (DC 28, attack +18)
Languages aklo, common, sakvroth
Senses darkvision, see-invisibility
Speeds 40 ft., climb 40 ft.
Skills athletics +30, acrobatics +26, stealth +24, intimidation +22
Recall Knowledge occultism DC 32

Attacks

Melee Fist +30/+26/+22(agile, magical, unarmed)
Damage: 3d8+16 bludgeoning + 2d6 fire
Effect: improved grab
Melee Body Strike +30/+25/+20(magical, reach 10 ft.)
Damage: 3d8+16 bludgeoning

Abilities

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+2 Status Bonus to Saves vs. Feardefensive
Regeneration 20 (Deactivated by Cold)defensive

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Deflect Arrowdefensive

Requirements The doprillu is aware of the attack, isn't Off-Guard against it, and has a hand free

The doprillu gains a +4 circumstance bonus to its AC against the triggering attack.

Mask of Powerdefensive

A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to Enfeebled and Slowed, and it immediately becomes Enfeebled 1. The Enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of Enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the Enfeebled condition. A creature can pull off the mask with a successful Athletics check to Force open.

Volcanic Veinsdefensive(fire)

Fiery magma runs through the doprillu's veins. A creature that starts its turn Grabbed by the doprillu takes 7d6 fire damage.

Whirlwind Throw◆◆offensive

Requirements The doprillu has a creature Grabbed

The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the thrown 20 feet weapon trait.

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Description

The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents.