The Inkmaster

Level 16
Creature· chaoticGargantuanLegacy
AC
39
HP
350
Speed
35 ft.
Perception
+30
Fort
+32
Ref
+26
Will
+27
Weaknesses cold-iron 15, holy 15
Languages chthonian, draconic, empyrean
Senses darkvision, scent 60 ft. (imprecise), truesight 60 ft.
Skills athletics +31, religion +30, medicine +28, intimidation +27, deception +25
Other Speeds climb 20 ft., fly 35 ft.
Recall Knowledge DC 35 (religion)

Attacks

Melee Jaws +33 (magical, reach 20 ft., unarmed, unholy), Damage 3d12+17 piercing plus 1d6 spirit
Melee Claw +33 (agile, magical, reach 20 ft., unarmed, unholy), Damage 3d8+17 slashing plus 1d6 spirit
Melee Pincer +33 (evil, magical, reach 20 ft., unholy), Damage 3d8+17 bludgeoning plus 1d6 spirit
Melee Tail +33 (evil, magical, reach 20 ft., unholy), Damage 3d6+17 slashing plus 1d6 spirit
Melee Gearblade +33 (disarm, magical, unholy, versatile-b), Damage 3d12+17 slashing plus 1d6 spirit

Abilities

+1 Status to All Saves vs. Magic
Clockwork Brain

A second brain, made of clockwork, is implanted in the Inkmaster's skull. Any time he makes a Will save, he rolls twice and takes the higher result.

Paralyzing Gaze

30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 fortitude save. If it fails, it's Slowed 1 for 1 round, and if it critically fails, it is instead Paralyzed for 1 round.

Succor Vulnerability

A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage.

Tail Whip

Trigger A creature within reach of the shemhazian's tail leaves a square during a move action it's using.


Effect The shemhazian attempts to the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet.

Enfeebling Bite

If the shemhazian's jaws Strike damages a creature, the target is Enfeebled 3. The target can attempt a DC 37 fortitude save to reduce this to Enfeebled 1 (or be unaffected on a critical success).

Focused Gaze

The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn't already slowed by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is Slowed, it must succeed at a DC 35 fortitude save or be Paralyzed for 1 round. A shemhazian can't use this ability against the same creature more than once per round.

Rend

Claw


Improved Grab

Requirements The monster's last action was a success with a Strike that lists Improved Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Improved Grab extends the duration of the monster's Improved Grab until the end of

Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.

Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe.