Imvath
Level 19Attacks
Abilities
30 feet. DC 38 will
The first time each round that a creature avoids death via an effect like breath of life or spends all their Hero Points to avoid death (but not if a dead creature is restored to life), or the first time each round a broken object is repaired to full Hit Points (such as via a mending or remake spell) within 120 feet of the imvath, the demon takes 6d6 mental damage.
An imvath's fangs rip and tear souls as easily as they do flesh and bone. The first time in a round that a creature takes any spirit damage from an imvath's bite, it must succeed at a DC 41 will save or its doomed condition value increases by 1.
When an imvath casts humanoid form, the spell's duration lasts until their next daily preparations.
Some demons embody subtle methods in their pursuit of tempting mortals to fall into sin so that their souls will be damned to the Outer Rifts. Others embrace brutality and devastation and seek instead to ruin mortal lives and accomplishments. The imvath is both, for their whispers encourage mortals to seek not only their own destruction, but also the destruction of their worlds, so the imvath can enjoy the spectacle of extinction. Thankfully rare, imvaths arise from the souls of mortals whose acts came close to, or actually ended, worlds.
An imvath appears as an androgynous, towering, pale humanoid with four red eyes, an oversized mouth filled with fangs, and dozens of blood-red spurs. One arm is muscular, while the other is gaunt. Its legs end in burning hooves, while a lion's tail and bat wings complete its frame.
Imvath Goals Whether as generals among demonic armies or as assassins and saboteurs of nations, imvaths know that a world's destruction requires time and dedication. When not actively enjoying planetary devastation, they lend their talents at ruination to those whose work can set a world on just such a path to doom.