Vaklish

Level 12
Creature· evilUniqueMediumLegacy
AC
33
HP
185
Speed
35 ft.
Perception
+22
Fort
+22
Ref
+22
Will
+23
Resistances physical 12
Weaknesses holy 10
Languages common, diabolic, vudrani
Senses darkvision
Skills deception +26, occultism +25, crafting +23, diplomacy +22, intimidation +22, stealth +22, performance +20
Recall Knowledge DC 40 (religion)

Attacks

Melee Fangs +23 (agile, magical, unholy), Damage 3d10+11 piercing
Melee Claw +24 (agile, finesse, magical, unarmed, unholy), Damage 3d8+11 slashing

Abilities

+2 Status to All Saves vs. Magic
+3 Status to All Saves vs. Divine Magic
Scoff at the Divine

Trigger A creature within 30 feet casts a divine spell or uses a divine ability.

Requirements Vaklish has an unexpended spell slot that can be used to cast Dispel Magic.


Effect Vaklish expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability.

Vaklish can't Scoff at the Divine for .

Change Shape

Vaklish takes on the appearance of any Medium humanoid. This doesn't change Valish's Speed or the attack and damage modifiers with his Strikes but might change the damage type his Strikes deal (typically to bludgeoning). He typically loses his fangs Strike unless the humanoid form has fangs or a similar unarmed attack.


Disturbing Vision

Vaklish's eyes flash green as it projects a telepathic wave in a 30-foot area. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 32 will save or become Sickened 1 (and Stunned 1 on a critical failure).

The visions last , and while they do, Vaklish and all evil creatures in the area gain a +1 status bonus to all checks. Vaklish can use this ab