Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Boiling Blood
Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Ability
Breath Weapon
(divine, evocation, fire) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). The brimorak can't use their Breath Weapon again for 1d4 rounds. The ground within this area becomes slippery, with the effects of a grease spell targeting an area until it's cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first.
Ability
Divine Innate Spells
DC 21; 4th dimension door; 3rd dispel magic, fireball; Cantrips (3rd) produce flame
Ability
Extinguishing Aversion
Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Ability
Flaming Weapon
(divine, evocation, fire) A brimorak's hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit. If they don't have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above).
Ability
Fume
(divine, evocation, fire) The brimorak emits a cloud of thick black smoke in a 10-foot burst that remains in place for 1d4 rounds. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
Ability
Rituals
DC 21; 1st abyssal pact
Ability
Smoke Vision
Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
Offense
Melee
Circumstance: combat round (melee)
flaming sword +15 [+10/+5] (magical), Damage 2d8+4 slashing plus 1d6 evil and 1d6 fire
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.
Immunity
fire
Language
Abyssal
Celestial
Draconic
Ignan
telepathy 60 feet
Perception
darkvision
smoke vision
Weakness
cold iron 5
good 5