Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Absorption
Circumstance: Any creature adjacent to Lorthact is stupefied, capable of castin
Lorthact attempts to drain a 1st- through 8th-level prepared spell from the target, who can resist with a successful DC 37 Will saving throw. On a failure or against a willing target, the prepared arcane spell is transferred from that creature as if it were cast, and Lorthact immediately prepares that spell in the same level slot. If he already had a spell prepared in that slot, the previously prepared spell is lost. That creature is then immune to Arcane Absorption for 24 hours.
Ability
Arcane Innate Spells
DC 37, attack +29; 8th dispel magic, maze, suggestion; 7th divine decree (lawful or evil), magic missile, teleport; 6th dominate (×2), feeblemind, scrying (×3), slow; 5th dimension door (at will); Cantrips (8th) detect magic, mage hand, message, produce flame, read aura; Constant (8th) tongues
Ability
Arcane Prepared Spells
DC 37, attack +29; 8th horrid wilting; 7th shadow blast; 6th phantasmal killer; 5th magic missile; 4th invisibility; 3rd mind reading; 2nd mirror image; 1st ray of enfeeblement
Ability
Arcane Spellcaster
As long as Lorthact has one arcane spell prepared in this way, all arcane spells are on his spell list, which allows him to activate items such as scrolls, wands, and staves. He can recharge his staff of power as a prepared spellcaster by using his arcane spell slots. He has one spell slot to prepare arcane spells of each level from 1st to 8th, and can prepare any Common arcane spell in these slots during his daily preparations. The spells listed above represent those he most typically prepares, but given time, he can adjust this selection as needed for the task at hand.
Ability
Divination Immunity
As a side effect of existing slightly outside the normal time stream, Lorthact is difficult to detect via divination spells and abilities. These effects function as though Lorthact and items he carries are not present, and those specifically targeting him, such as scrying, fail entirely unless the source of the divination is a higher level than Lorthact—in which case they succeed only if the caster succeeds at a DC 16 secret flat check.
Ability
Scholastic Masquerade
(arcane, concentrate, polymorph, transmutation) Lorthact takes on the appearance of Volshyenek Ornelos or reverts to his true form. In Volshyenek's form, he loses his fly Speed and claw Strikes, doesn't inflict additional mental damage with his Strikes, and reduces his AC to 34. He gains a +4 status bonus on Deception checks to appear human in this guise.
Ability
Staff of Power
Lorthact's staff of power is tipped with a pair of metal tines that grant the weapon the versatile piercing trait.
Ability
Thought Theft
(curse, divine, enchantment, mental) Any creature that takes mental damage from Lorthact's claws or staff must succeed at a DC 37 Will save or become stupefied 1 (stupefied 2 on a critical failure). Further mental damage dealt by Lorthact increases the value of the stupefied condition by 1 on a failed save to a maximum of stupefied 4. Whenever Lorthact causes a creature to become stupefied in this way, he absorbs some of those thoughts and gains a +1 status bonus on all Will saving throws and Intelligence-, Wisdom-, or Charisma-based skill checks until the end of his next turn.
Offense
Melee
Circumstance: combat round (melee)
staff +32 [+27/+22] (two-hand d8, versatile Piercing), Damage 3d4+14 bludgeoning plus 2d8 mental plus thought theft
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
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
divination
fire
Item
staff of power
Language
Abyssal
Aklo
Azlanti
Common
Draconic
Dwarven
Elven
Ignan
Infernal
Jotun
Shoanti
telepathy 300 feet
Thassilonian
tongues
Undercommon
Varisian
Perception
greater darkvision
Resistance
mental 15
physical 15 (except silver)
Weakness
good 15