Demon, Vrolikai
A vrolikai is 14 feet tall but weighs only 500 pounds. Unlike other demons, it does not form from a sinful soul—it instead manifests from a nabasu demon that returns to the Abyss after growing to maturity on the Material Plane. Not all nabasus survive this transformation, but those who do become powerful indeed—vrolikai usually rule large regions of unclaimed Abyssal land, and often serve as assassins or ambassadors to demon lords in need of an agent in a distant realm.
- HP
- 332 (19d10+228)
- AC
- 35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19 natural, -1 size)
- Speed
- 40 ft., fly 60 ft. (perfect)
- Init
- +10
- Melee
- +1 black flame knife +29/+24/+19/+14 (1d6+11/19-20 plus energy drain), 3 +1 black flame knives +29 (1d6+6/19-20 plus energy drain), bite +23 (1d8+5), sting +23 (1d6+5 plus madness) or bite +28 (1d8+10), 4 claws +28 (1d6+10), sting +28 (1d6+10 plus madness)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +19
- CMB
- +30
- CMD
- 47
- Fort
- +18
- Ref
- +17
- Will
- +17
- DR
- 15/cold iron and good
- SR
- 30
- Racial Modifiers
- +8 Perception, +8 Stealth in shadowy areas
Weapons: Martial, Simple
Black Flame Knives — A vrolikai can manifest daggers made of crystallized black flames in each of its four hands as a free action. These weapons function as +1 daggers that bestow one permanent negative level on a successful hit. A DC 27 Fortitude negates the negative level, although on a critical hit, no save is allowed. The save DC is Charisma-based.
Death-Stealing Gaze — 1 permanent negative level, 30 ft., Fort DC 27 negates. Creatures slain by these negative levels become juju zombies under the vrolikai's control. The save DC is Charisma-based.
Multiweapon Mastery — A vrolikai never takes penalties on its attack roll when fighting with multiple weapons.
Cleave, Combat Expertise, Dodge, Flyby Attack, Improved Initiative, Improved Vital Strike, Mobility, Power Attack, Quicken Spell-Like Ability (enervation), Vital Strike
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Acrobatics +25 (+29 jump), Bluff +30, Fly +34, Intimidate +27, Knowledge (arcana) +25, Knowledge (planes) +28, Perception +36, Sense Motive +28, Spellcraft +25, Stealth +24 (+32 in shadowy areas), Survival +25, Use Magic Device +27
- Type
- Outsider
- Alignment
- CE
- Size
- Large
- Environment
- any (the Abyss)
- Organization
- solitary
- Treasure
- double
- Senses
- darkvision 120 ft., low-light vision, true seeing; Perception +36
- Languages
- Abyssal, Celestial, Draconic; telepathy 100 ft.
- Source
- Bestiary 2
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Deeper Darkness (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Enervation (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Enervation (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Regenerate (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Silence (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Vampiric Touch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster, Mass (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Symbol Of Death (Spell)House/Core — covered by the site's Section 15.
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