Mogaran

Level 17
Creature· chaoticUniqueHugeLegacy
AC 38
HP 325
Speed 40 ft.
Fort +30
Ref +26
Will +30
Perc +30
Size Huge
Unique
chaoticdemonevilfiendunholy
Weaknesses cold iron 15, holy 15
Languages chthonian, draconic, empyrean
Senses darkvision, truesight 60 ft.
Speeds 40 ft., fly 40 ft.
Skills athletics +33, deception +30, intimidation +30, religion +28, stealth +28
Recall Knowledge religion DC 46

Attacks

Melee Jaws +33/+28/+23(magical, reach 15 ft., unarmed, unholy)
Damage: 2d8 persistent bleed + 3d6+14 piercing + 1d6 spirit
Effect: smoking wound
Melee Claw +33/+29/+25(agile, magical, reach 15 ft., unarmed, unholy)
Damage: 1d6 spirit + 3d10+14 slashing
Melee Tail +33/+28/+23(backswing, magical, reach 20 ft., unholy)
Damage: 1d6 spirit + 3d12+14 bludgeoning
Effect: stunning tail

Abilities

Telepathy 100 feetinteraction(aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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
Crystal Implantdefensive(divine, mental)

The wolf-head shaped crystal implanted in Mogaran's brow pulses with shadowy energy at the start of each of his turns. Any PC who's legendary in Arcana, Occultism, or Religion and sees this can attempt a DC 36 check using one of those skills (DC 36 arcana, DC 36 occultism, or DC 36 religion); on a success, they realize the crystal is manipulating Mogaran's actions in some way. If the crystal is destroyed or deactivated, Mogaran regains control of his actions. The crystal functions as a 19th-level magic item for the purposes of dispel magic, but it can also be destroyed by specifically targeting it (AC 40; Hardness 20; HP 90). Alternately, a character can pry the crystal from Mogaran's brow with a successful DC 36 athletics check, which takes an Interact action, but only if Mogaran is Immobilized.

Frightful Presencedefensive(aura, emotion, fear, mental)

60 feet. DC 35 will This aura is suppressed as long as Mogaran's crystal implant is functioning. 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.

Restoration Vulnerabilitydefensive

Mogaran is repulsed by the restoration of souls. He takes (3d10+10) mental damage the first time each round a creature within 100 feet of him is restored to life or loses the Doomed condition.

Smoking Woundoffensive

A creature damaged by Mogaran's jaws is Sickened 1 from the rank smell of vapors from the wound.

Soulfire Breath◆◆offensive(death, divine, void)

Mogaran exhales ghostly green fire in a 60-foot cone. Living creatures in the area take 18d6 void damage (DC 38 reflex save). A good creature that fails this save becomes Stupefied 2 for 1 minute (Stupefied 4 on a critical failure). A creature slain by Soulfire Breath can't be resurrected except by powerful magic such as a wish spell. Mogaran can't use Soulfire Breath again for 1d4 rounds.

Soulfire Inhalationoffensive(divine, healing)

Requirements Mogaran's last action was Soulfire Breath

Mogaran inhales and regains 10 healing Hit Points for each creature damaged by his Soulfire Breath. Any excess healing is gained as temporary Hit Points, which remain for 1 minute.

Stunning Tailoffensive(incapacitation)

If Mogaran critically hits with his tail Strike, the target must succeed at a DC 38 fortitude save or be Stunned for 1 round (1d4 Stunned Duration rounds on a critical failure).

Trample◆◆◆offensive

Large or smaller, claw, DC 38 reflex The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Description

Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others.

Traits

Chaotic
Evil