Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aura of Order's Ruin
(aura, necromancy, occult) 30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 Will save or become sickened 1 (lawful good creatures instead become sickened 2).
Ability
Boiled by Light
A chernobue takes 2d10 points of fire damage each time it starts its turn in an area of bright light.
Ability
Occult Innate Spells
DC 32; 7th plane shift (self only); 6th phantasmal calamity, phantom pain; 5th subconscious suggestion; 4th darkness (at will); Cantrips (6th) daze, detect magic; Constant (4th) air walk
Ability
Paralyzing Display
(concentrate, emotion, enchantment, fear, incapacitation, mental, occult, visual) The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness. Creatures in a 30-foot emanation must attempt a DC 32 Will save, after which they are temporarily immune to further Paralyzing Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is paralyzed for 1d4 rounds. It can attempt a new save to end the effect at the end of each of its turns. Critical Failure As failure, but paralyzed for 1 minute.
Ability
Recall Venom [Reaction]
Circumstance: Trigger: A creature within 30 feet suffers the effects from stage
The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 basic Fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points.
Ability
Rupturing Venom
(poison) The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh; Saving Throw Fortitude DC 32; Maximum Duration 6 rounds; Stage 1 2d6 poison and 2d6 bludgeoning (1 round); Stage 2 2d6 poison, 2d6 bludgeoning, and enfeebled 2 (1 round)
Offense
Melee
Circumstance: combat round (melee)
jaws +26 [+21/+16] (chaotic, magical), Damage 3d10+13 piercing plus 1d6 chaotic and rupturing venom
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Qlippoth
A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.
Immunity
controlled
fear
Language
Abyssal
telepathy 100 feet
Perception
greater darkvision
scent (imprecise) 30 feet
Resistance
mental 10
physical 10 (except cold iron)
Weakness
lawful 10