Library / Bestiary

Div, Doru

CR 2.00 Outsider NE Tiny HD 3
This disembodied and bestial head covered in lashing hair and curling horns flies through the air.

Dorus are the divs that whisper in the night, the foul inspiration that drifts upon fetid winds, the messengers of pretender gods. Wild hair whips around a doru's six twisting horns, while a flat nose, a fanged mouth, and red glowing eyes complete the terrifying image of this bodiless monstrosity. Dorus almost always fly, preferring to stay at heights that keep them at the eye level of those with whom they would have dealings. When not flying, dorus roll across the ground in a disturbing manner, horns bouncing and teeth clattering as the creatures cackle and cartwheel, terrifying children and shocking the faint of heart.

The least of the divs, dorus serve as messengers and servants of other divs and sometimes mortal spellcasters. While not strong combatants, dorus prefer to sow ruin in more subtle ways. They enjoy tainting mortals with exaggerated news and outright lies, trying to turn impressionable beings to waste and wickedness. Even if a doru fails to fully corrupt an intelligent being itself, it attempts to weaken the target's will, making the victim more pliable to future corruption and ruin.

All divs have some manner of esoteric flaw in their personalities—dorus are obsessed with secrets. These covetous fiends hoard secrets and legends like a miser hoards gold. This thirst for information causes the curious dorus to enter into ridiculous bargains to obtain hidden knowledge from those they believe hold tales of special interest or value, especially when such information has the potential to aid in the corruption of future souls. Such bargains are usually what seal dorus to servitude, whether their service be to other divs or to mortal spellcasters. Cunning creatures, dorus often act as double (and sometimes triple) agents, but they rarely maintain this complex series of lies and deceptions for long. Dorus abhor mortals, as all divs do, and find it difficult to remain obedient to such beings for more than a span of a few decades at most. Only the most precious and profane secrets have the potential to keep a doru faithful to a mortal master for more than a century.

Serving greater divs or mortal spellcasters, divs deliver messages, most directly plucked from secret sources. Dorus' spell-like abilities make them excellent spies, granting them the ability to infiltrate, eavesdrop while invisible, and charm their way out of perilous situations. Those serving mortals pride themselves on manipulating their masters into furthering the divs' own ends. Many evil spellcasters seeking profane power and ancient evil secrets seek to take dorus as familiars. A neutral evil spellcaster of at least 7th level who takes the Improved Familiar feat can select a doru as a familiar.

HP
16 (3d10)
AC
18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
Init
+3
Speed
20 ft., fly 40 ft. (perfect)
Fort
+3
Ref
+4
Will
+4
BAB
+3
CMB
+4
CMD
13 (can't be tripped)
Melee
bite +9 (1d4-1 plus poison)
Space
2-1/2 ft.
Reach
0 ft.
DR
10/cold iron or good
SR
13
str
8
-1
dex
17
+3
con
10
+0
int
10
+0
wis
12
+1
cha
14
+2

Weapons: Martial, Simple

Universal Monster Rules

Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Bluff +8, Fly +15, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +7, Spellcraft +6, Stealth +17

spell-like abilities:
Constant—Detect Good, Constant—Detect Magic, At will—Invisibility (DC 14), 3/day—Charm Person (DC 13), 3/day—Minor Image, 1/day—Suggestion (DC 15)
Details
Type
Outsider
Alignment
NE
Size
Tiny
Environment
any (Abaddon)
Organization
solitary
Treasure
none
Senses
darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
Languages
Abyssal, Celestial, Infernal; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Minor Image (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
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