Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Disobedience Vulnerability
The first time each round an attempt to Command an Animal fails within 60 feet of a roru, the roru takes 4d6 mental damage (10d6 if the roru failed the attempt).
Ability
Divine Innate Spells
DC 25; 6th dominate (animals only); 5th dimension door; 4th dimension door (at will); Constant (2nd) speak with animals
Ability
Divine Rituals
DC 25; 1st abyssal pact
Ability
Incite Ferocity
(divine, enchantment, mental) The roru focuses its corruption on an animal or beast it can see within 30 feet. The creature must succeed at a DC 25 Will save or become confused for 1d4 rounds. The confused creature can't attack the roru. A creature that succeeds at its saving throw is temporarily immune to Incite Ferocity for 24 hours.
Ability
Predatory Aura
(aura) 30 feet. An animal or beast entering or starting its turn in the emanation must succeed at a DC 25 Will save or become frightened 1 (frightened 2 on a critical failure). Frightened animals within the emanation can't attack the roru. A creature that succeeds at a saving throw against predatory aura is immune for 24 hours.
Ability
Wear Pelt
(divine, manipulate, transmutation) The roru dons the pelt of an adjacent dead animal, transforming into its lookalike. The roru becomes the same size and gains the same Speeds as the target animal. The roru loses its claw and jaws unarmed Strikes and gains the types of melee Strikes of the animal whose pelt it wears. The Strike deals damage equal to the roru's jaws Strike or, if the Strike has the agile trait, the roru's claw Strike. Either way, the damage type changes to match the new unarmed attack. While a roru wears a pelt, half of physical damage dealt to the roru is instead dealt to the pelt. A pelt has Hardness 5 and 25 HP. When a pelt reaches 0 HP, the roru is immediately expelled from the pelt and it is destroyed.
Offense
Melee
Circumstance: combat round (melee)
jaws +18 [+13/+8] (magical), Damage 2d10+8 piercing plus 1d6 evil
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
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.
Language
Abyssal
Celestial
Draconic
speak with animals
telepathy 100 feet
Perception
darkvision
scent (imprecise) 60 feet
Weakness
cold iron 5
good 5