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Div, Bushyasta

This gaunt figure has ashy yellow skin and a strange, feathered mask covering most of her face, save for her wide, fang-filled mouth.

Bushyasta CR 6

Source Book of the Damned pg. 248
XP 2,400
NE Medium outsider (div, evil, extraplanar)
Init +9; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +14

Defense

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 68 (8d10+24)
Fort +9, Ref +7, Will +9
Defensive Abilities faded; DR 5/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 17
Weaknesses light sensitivity

Offense

Speed 30 ft., climb 20 ft.
Melee bite +13 (1d8+3), 2 claws +13 (1d6+3 plus 1d6 nonlethal)
Special Attacks staggering touch, withering effort
Spell-Like Abilities (CL 6th; concentration +10)
Constant—detect good, detect magic, spider climb
At will—dimension door (self plus 50 lbs. of objects only), touch of fatigue (DC 14)
3/day—deep slumber (DC 17), gust of wind (DC 16)
1/day—slow (DC 17), suggestion (DC 17), summon (level 4, 2 aghashes 50%)

Statistics

Str 16, Dex 21, Con 16, Int 18, Wis 17, Cha 19
Base Atk +8; CMB +11; CMD 26
Feats Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse
Skills Bluff +15, Climb +19, Knowledge (arcana, planes, religion) +15, Knowledge (local) +12, Perception +14, Sense Motive +14, Spellcraft +15, Stealth +16, Use Magic Device +15
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.

Ecology

Environment any (Abbadon)
Organization solitary, pair, or gathering (3-8)
Treasure standard

Special Abilities

Faded (Su) In bright light, a bushyasta appears translucent. The div gains partial concealment (20% miss chance) but still takes penalties due to its light sensitivity.

Staggering Touch (Su) A bushyasta’s claws inflict wracking pains. In addition to their normal lethal damage, her claws deal 1d6 points of nonlethal damage. A creature that takes nonlethal damage from this attack must succeed at a DC 18 Fortitude save or be staggered for 1 round. This duration stacks with multiple hits and multiple failed saving throws. The save DC is Charisma-based.

Withering Effort (Su) Once per day as a standard action, a bushyasta can create a surge of negative energy that weakens nearby creatures. Creatures within 30 feet of a bushyasta must succeed at a DC 18 Fortitude save or become fatigued. If a creature in this area that was already fatigued fails this saving throw, it becomes exhausted instead. The fatigued (or exhausted) condition persists as long as the creature is active, but it can remove the fatigued (or exhausted) condition if it does nothing but rest for 10 minutes. The save DC is Charisma-based.

Description

Preying upon the fruitful and industrious, bushyastas are agents of sloth and laziness. They promote shiftless behavior and try to lull people to sleep so that they can’t achieve their goals. Keeping mortals from productive toil is a bushyasta’s driving purpose.

Bushyastas often haunt construction sites, especially those of places of civil or religious importance, and particularly savor disrupting creations that would be a focus of pride and glory for a community.

All divs have some manner of esoteric flaw in their behavior; bushyastas’ is hate for and avoidance of perfumed odors. These fiends loathe anyone wearing perfume or carrying aromatic flowers. Bushyastas’ abhorrence of fragrant scents led to a custom of perfuming the dead in order to keep these divs away from funeral services.

Creatures in "Div" Category

NameCR
Aghash4
Akvan20
Bushyasta6
Doru2
Druj Nasu8
Ghawwas10
Pairaka7
Sepid14
Shira12

Div

Source Bestiary 3 pg. 82
While demons exist to destroy, devils yearn to corrupt and control, and daemons seek the death of all things, the foul beings known as divs strive to ruin and despoil all things created by mortals. Spawned from corrupted genies exiled to the accursed depths of Abaddon, divs harbor an ancient hatred against all mortalkind, doing all in their power not simply to destroy but also to torment all that lives. Patient and vicious, divs seek to spoil all things beautiful and joyous, dooming their victims to existences full of frustration and suffering before succumbing to lengthy, painful deaths.

The most ancient of myths claim that divs were the aides and architects of numerous magical and forgotten mortal empires in an age of wondrous and mysterious antiquity. During this unfathomably ancient time these masters of creation served as helpful genies, allied to thankful and gracious masters. However, this bond with mortals soon frayed, as generations of the shorter-lived races ebbed and flowed like ripples in a puddle, forgetting the oaths and respect their forbearers gave divs; some began to abuse and neglect their otherworldly allies, while others merely turned away from genies to rely upon and extol the creations of mortalkind. As the contributions of geniekind were ignored and the deities celebrated the rise of their mortal creations across the worlds, many of the ancient architects rose in rebellion against mortals and the ancient deities who shepherded them. In turning from the paths of inspiration and creation, these genie rebels fell under the sway of a power of destruction known as Ahriman, who granted them not only the vicious might to avenge themselves against mortalkind, but also twisted forms marking them as paragons of depredation, havoc, and ruin. Thus did first divs come into being.

Ever since, divs have arisen from the spirits of the most nefarious and spiteful evil genies. Rather than returning to the Elemental Planes upon their destruction, these foul genies find their way into the claws of Ahriman, a spirit of annihilation who has haunted geniekind since the earliest days of creation. Having forged a realm upon the ruined hinterlands of the foul plane of Abaddon, Ahriman uses the innate corruption of that realm along with his own immortal evil to inspire wickedness in the souls drawn to him, warping such profane spirits into div servitors of a variety of terrible forms. Indifferent to the genie race from which the soul hailed, the Lord of the Divs sees only the evil within and grants it an abhorrent shape particular to the vices that brought the genie to his domain. What emerges from Ahriman’s grip is a dreadful new fiend, an enemy of mortalkind and the deities of good, a hateful spirit given a form with which to wreak its revenge. The dark god’s touch leaves behind nothing of the individual genie that once was—only hatred, entitlement, and vengeance remain.

Although as varied in form as any of the more pervasive fiendish races, divs often demonstrate the pride, affectations, and tastes of geniekind, drawing them toward desert realms, ancient sites, and opulent displays of power. Yet for all their varied powers, most divs prefer using mortals to foster the dooms they envision, manipulating those they hate to become the masters of their own destruction. Nothing pleases a div as much as seeing a powerful mortal squander everything she’s built to end up poor, faithless, and resentful. Divs also treat genies with spite and hatred, eagerly slaying them or working them into their degenerate plans.

As a flaw of their spiritual reshaping, each type of div has a strange weakness that compels it to act in a certain way, such as always attacking the most beautiful opponent, bargaining to learn a secret, or avoiding the color red. Although the wisest know and tell of these weaknesses, every div is aware of its compulsions and avoids being entrapped by them while also plotting ways to exploit opponents who think it vulnerable.

Ahriman

Ahriman appears as a bestial fiend, his hands clawed like those of a tiger and feet taloned like those of a vulture. Oily snakes worm through his scarred black flesh, riddling their host and all near him with deadly venoms. Horns etched with ancient curses crown the tigerlike face of Ahriman, and beyond a great maw filled with soul-rending fangs lies a gate to a realm of darkness rivaled only by oblivion.

An ancient evil, Ahriman sprung from the creation of the first genies. Scholars say when the act of creation that brought genies to life occurred, a shadow of destruction followed. This shadow cast itself across the world, countering light and creation where it fell. Over countless millennia, this spirit of annihilation came to be known as Ahriman.

Ahriman's ultimate goal is oblivion. To aid him in his immortal plots he has spawned innumerable blasphemies over countless ages, but the corrupted genie spirts known as divs are his most numerous slaves. Ahriman and his minions delight in influencing mortals toward destructive decisions and the abandonment of wisdom. As ageless and patient as he is vicious, this force of ancient evil seeks to ease the world toward dissolution one failure at a time.

A conniving demigod, Ahriman accepts the worship of evil mortals despite his and his minions' loathing of such beings. Clerics of Ahriman are either nihilists or deluded cultists who work to corrupt others, sow misfortune, and tear down the works of geniekind. Ahriman grants access to the domains of Darkness, Death, Destruction, and Evil. Ahriman's symbol is a black circle with a thin sliver of light overtaken by darkness, and his favored weapon is the whip.