Blood Elegecide (Doom Demon)

Level 5
Creature· amphibiousMediumRemaster
AC
22
HP
95
Speed
15 ft.
Perception
+15
Fort
+7
Ref
+7
Will
+6
Weaknesses cold-iron 6, holy 6
Languages chthonian
Skills deception +13, intimidation +13, diplomacy +12
Other Speeds swim 25 ft.
Recall Knowledge DC 20 (religion)

Attacks

Melee Tail +13, Damage 1d6+8 bludgeoning
Melee Blood Splatter +9 (divine, magical, propulsive, unholy), Damage 1d6+6 spirit

Abilities

Telepathy (100 feet)interaction

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.

Hope Vulnerabilityinteraction

The elegecide is fueled by the certainty of doom, which leaves it weakened by any hope. The first time each round that a creature critically fails at an attack or skill check against the elegecide, it experiences a burst of hope that leaves it Stunned 1.

Doom Aura

30 feet

The elegecide constantly emits telepathic warnings about future dangers and harm. When a non-demon creature ends its turn in the aura, it must attempt a DC 22 will save. If it fails, it becomes Frightened 1 (Frightened 2 on a critical failure).

Dorsal Lash◆◆

The elegecide lashes out with its trailing dorsal fins, looping them around a target within 15 feet. It sends a burst of telepathic information about all the possible ways the target can be injured in the next minute. The target takes (5d4)[mental] damage and must attempt a DC 22 reflex save.


Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage and is Grabbed by the elegecide.

Critical Failure The target takes double da