The Ascendant (3-4)

Level 6
Creature· devilUniqueSmallLegacy
AC 24
HP 115
Speed 30 ft.
Fort +14
Ref +11
Will +17
Perc +17
Size Small
Unique
Immunities death effects, fire
Resistances physical 5 (except silver), poison 5
Weaknesses holy 5
Spells
Divine Innate Spells (DC 21, attack +11)
Languages common, diabolic
Senses greater-darkvision, truesight 60 ft.
Speeds 30 ft., fly 40 ft.
Skills deception +18, occultism +15, religion +15, intimidation +13, arcana +11, stealth +11
Recall Knowledge religion DC 32

Attacks

Melee Flaming Mace +17/+12/+7(shove, unholy)
Damage: 1d6+9 bludgeoning + 1d6 spirit + 1d6 fire
Melee Hoof +14/+10/+6(agile, unholy)
Damage: 1d6+8 bludgeoning + 1d6 spirit
Ranged Pinions +14/+9/+4 (range 30 ft.)(unholy)
Damage: 1d6+4 piercing + 1d6 spirit

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Telepathy 30 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 to All Saves vs. Magicdefensive
Covetous Flamesoffensive

Any weapon the ascendant holds gains the effects of a Flaming rune while they hold it.

Furious Wings◆◆offensive

The ascendant beats their wings in a frenzied motion, creating a powerful blast of wind that disperses fog and gases and blows objects of light Bulk or less away. All creatures within 20-foot emanation of the ascendant must succeed at a DC 24 reflex save or be pushed 5 feet away from the ascendant, or 10 feet on a critical failure. A flying creature that fails its save gets a critical failure instead.

Traits