The Ascendant (5-6)

Level 8
Creature· devilUniqueMediumLegacy
AC 27
HP 165
Speed 30 ft.
Fort +16
Ref +13
Will +19
Perc +19
Size Medium
Unique
Immunities death effects, fire
Resistances physical 7 (except silver), poison 7
Weaknesses holy 5
Spells
Divine Innate Spells (DC 23, attack +13)
Languages common, diabolic
Senses greater-darkvision, truesight 60 ft.
Speeds 30 ft., fly 40 ft.
Skills deception +21, occultism +18, religion +18, intimidation +16, arcana +14, stealth +14
Recall Knowledge religion DC 34

Attacks

Melee Flaming Mace +20/+15/+10(shove, unholy)
Damage: 2d6 + 9 bludgeoning + 1d6 spirit + 1d6 fire
Melee Hoof +17/+13/+9(agile, unholy)
Damage: 2d6+8 bludgeoning + 1d6 spirit
Ranged Pinions +17/+12/+7 (range 30 ft.)(unholy)
Damage: 2d6+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 and Striking 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, blows objects of light Bulk or less away. All creatures within 20-foot emanation of the ascendant must succeed at a DC 23 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