Imvath

Level 19
Creature· demonRareLargeRemaster
AC 43
HP 400
Speed 30 ft.
Fort +33
Ref +31
Will +35
Perc +33
Size Large
Rare
Weaknesses cold iron 15, holy 15
Languages chthonian, common, empyrean
Senses darkvision, truesight 60 ft.
Speeds 30 ft., fly 30 ft.
Skills athletics +37, deception +35, intimidation +35, religion +35, arcana +33, diplomacy +33, stealth +33, society +32, acrobatics +31
Recall Knowledge religion DC 44

Attacks

Melee Jaws +37/+32/+27(magical, unarmed, unholy)
Damage: 4d8+18 bludgeoning + 2d6 spirit
Effect: doom soul
Melee Fist +37/+32/+27(magical, reach 10 ft., unarmed, unholy)
Damage: 4d10+18 bludgeoning
Effect: improved knockdown
Melee Claw +37/+33/+29(agile, magical, reach 10 ft., unarmed, unholy)
Damage: 4d4+18 slashing + 2d6 persistent bleed

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.

+1 Status to All Saves vs. Magicdefensive
Frightful Presencedefensive(aura, emotion, fear, mental)

30 feet. DC 38 will A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.

Reactive Strike (Fist or Claw Only)defensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Restoration Vulnerabilitydefensive

The first time each round that a creature avoids death via an effect like breath of life or spends all their Hero Points to avoid death (but not if a dead creature is restored to life), or the first time each round a broken object is repaired to full Hit Points (such as via a mending or remake spell) within 120 feet of the imvath, the demon takes 6d6 mental damage.

Doom Souloffensive(divine)

An imvath's fangs rip and tear souls as easily as they do flesh and bone. The first time in a round that a creature takes any spirit damage from an imvath's bite, it must succeed at a DC 41 will save or its doomed condition value increases by 1.

Lasting Formoffensive

When an imvath casts humanoid form, the spell's duration lasts until their next daily preparations.

Improved Knockdownoffensive

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry Effect The monster attempts to Trip the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Description

Some demons embody subtle methods in their pursuit of tempting mortals to fall into sin so that their souls will be damned to the Outer Rifts. Others embrace brutality and devastation and seek instead to ruin mortal lives and accomplishments. The imvath is both, for their whispers encourage mortals to seek not only their own destruction, but also the destruction of their worlds, so the imvath can enjoy the spectacle of extinction. Thankfully rare, imvaths arise from the souls of mortals whose acts came close to, or actually ended, worlds.

An imvath appears as an androgynous, towering, pale humanoid with four red eyes, an oversized mouth filled with fangs, and dozens of blood-red spurs. One arm is muscular, while the other is gaunt. Its legs end in burning hooves, while a lion's tail and bat wings complete its frame.

Imvath Goals

Whether as generals among demonic armies or as assassins and saboteurs of nations, imvaths know that a world's destruction requires time and dedication. When not actively enjoying planetary devastation, they lend their talents at ruination to those whose work can set a world on just such a path to doom.