Dorvae
The dorvaes are a race of fiends standing apart from all others. Each dorvae prides itself on owing no allegiance to anything but itself, and is never willing to suffer a master no matter how powerful or intelligent that creature may be. Dorvaes believe all other creatures in the universe live solely to entertain the dorvaes' perverse pleasures. Cruel, selfish, and calculating, each dorvae pursues its own dark agenda and desires without guilt, empathy for its playthings, or even consideration of the possible consequences. Master manipulators, dorvaes would rather stand back and create unquestioning minions to champion their schemes.
Many dorvaes meddle in the politics and power plays of evil planar beings, but a number of these fiends ply their manipulations on the Material Plane. Often they seek out primitive humanoid tribes, which they lead like vengeful and angry gods. Others look for cosmopolitan centers to manipulate, often masquerading as the mysterious leaders of foreign cults, or as the masterminds of criminal societies.
- HP
- 123 (13d10+52)
- AC
- 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
- Speed
- 30 ft., fly 60 ft. (good)
- Init
- +5
- Melee
- 2 claws +18 (3d8+4/19–20 plus grab)
- BAB
- +13
- CMB
- +20 (+24 grapple)
- CMD
- 33
- Fort
- +8
- Ref
- +13
- Will
- +10
- DR
- 10/good
- SR
- 22
Weapons: Martial, Simple
writhing snakes
Agile Maneuvers, Dodge, Flyby Attack, Improved Critical (claw), Mobility, Skill Focus (Perception), Weapon Focus (claw)
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</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"> When using the weapon you selected, your threat range is doubled.</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 get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +21, Bluff +19, Diplomacy +13, Fly +18, Intimidate +16, Knowledge (planes) +19, Knowledge (religion) +19, Perception +24, Sense Motive +18, Stealth +21
- Type
- Outsider
- Alignment
- NE
- Size
- Medium
- Environment
- any (evil planes)
- Organization
- solitary
- Treasure
- standard
- Senses
- darkvision 60 ft., see invisibility; Perception +24
- Languages
- Abyssal, Celestial, Common, Infernal; telepathy 50 ft.
- Source
- Bestiary 4
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Uses feat: Agile Maneuvers (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 Critical (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: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bestow Curse (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Feeblemind (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Geas, Lesser (Spell)House/Core — covered by the site's Section 15.
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