Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Nessari is a Level 20 creature, with Armor Class 46 and 335 hit points. A nessari is a strategic infernal commander that reshapes the essence of the fallen into disciplined legions.
Hit Points: 335 (regeneration 30 (deactivated by holy)) Saving Throws: +1 status to all saves vs. magic Greater Darkvision. A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness. Telepathy 100 feet (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. Constant Spells. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. +1 Status to All Saves vs. Magic Regeneration 30 (Deactivated by Holy). This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4. Commander's Aura (aura, divine). 100 feet. Commanded or allied unholy creatures in the aura of lower level than the nessari gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Frightful Presence (aura, divine, emotion, fear, mental). 20 feet. DC 42 Will save. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4. Reactive Strike (Special) (reaction). The nessari can make a Reactive Strike when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit. Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. Constrict (1 action) (unholy). 2d10+17 bludgeoning, DC 43 basic Fortitude save. The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. Fast Swoop (1 action). The nessari Flies and makes a wing Strike at any point during its movement. Masterful Quickened Casting (free action) (concentrate). Frequency once per round. Effect If the nessari's next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action). Nessari Venom (poison). Saving Throw DC 43 Fortitude save. Maximum Duration 10 rounds. Stage 1 6d6 poison damage and Drained 1 (1 round). Stage 2 7d6 poison damage and Drained 2 (1 round). Stage 3 8d6 poison damage and Drained 3 (1 round) Shape Devils (divine, downtime). The nessari reshapes a large number of orts within a 600-foot emanation into more powerful devils to swell Hell's legions. The nessari must have available the number of orts listed on the table below. Devil Level | Number of Orts 4 or below | 4 5-6 | 8 7-8 | 16 9-10 | 32 11-12 | 64 13-14 | 128 15-16 | 256 17-18 | 512 19-20 | 1.024. The nessari can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way are in thrall to the nessari and follow its orders, with the exception of created nessaris or other devils of similar power, which are always independent. As a result, few nessaris choose to create peers. At the end of the Shape Devils activity, the nessari attempts an incredibly hard Religion check of the desired devil's level, with results as follows. Critical Success The nessari shapes two devils from the massed orts instead of one. Success The nessari shapes a devil of the desired type and level. Failure The devil shaped from the orts is 2 levels lower than the intended devil. Critical Failure The nessari fails to shape any devils and draws the ire of an archdevil for its waste of resources. Improved Grab (free action). Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
335 hit points.
Level 20.
AC 46.
Speed 35 ft., fly 50 ft.
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