Lesser Kurshudi Creature 5

Elite Weak Lesser Kurshudi Creature 5

Recall Knowledge DC 24 (includes +5 from Rare) 25 (includes +5 from Rare) 27 (includes +5 from Rare)
Fiend (Religion)
Perception +12 (darkvision)
Languages Azlanti, Diabolic, Utopian; telepathy 100 feet
Skills Acrobatics +12, Arcana +13, Athletics +8, Intimidation +12, Medicine +10, Religion +8, Stealth +13
Str +3 Dex +4 Con +2 Int +6 Wis +3 Cha +5

AC 21
Fort +12
Ref +11
Will +14
HP 73
Resistances cold 5, electricity 5, sonic 5
Weaknesses holy 7
Accept Your Fate [reaction] (divine) Trigger A creature within 30 feet of the lesser kurshudi uses a fortune effect that allows for a reroll; Effect The lesser kurshudi can select which of the rolled dice is used for the result, even if the creature's ability allows it to select a rerolled result. If this effect causes a target's roll to critically fail, the lesser kurshudi becomes quickened for 1 round.

Speed 30 feet, fly 30 feet
Melee [one-action] tail +12 (agilereach 10 feetunholy), Damage 2d6+5 bludgeoning plus Grab
Ranged [two-actions] machine gun +13 (automaticexpend 1range increment 60 feetreload 1techunholy), Damage 2d10+5 piercing
Area Fire [two-actions] machine gun (30-foot cone), Damage 2d10+5 piercing (DC 22 basic Reflex save) plus suppressed
Divine Innate Spells DC 22 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd 2nd 1st Cantrips (3rd)
Machine Gun (unholy) The lesser kurshudi manifests ammo for this machine gun through faith, and never needs to reload. A creature that critically fails its save against Area Fire from this machine gun also takes 1d6 persistent spirit damage.
Spell Sanction [one-action] Requirements The lesser kurshudi's last action this round was to Cast a Spell; Effect The lesser kurshudi chooses one target affected by the triggering spell, whether it failed its save or was hit with a spell attack. That target takes an additional 1d10 persistent mental damage, and the lesser kurshudi attempts to Demoralize it, using the triggering spell's range. This attempt to Demoralize loses the auditory trait and gains the visual trait, and the lesser kurshudi doesn't take a penalty if the target doesn't understand their language.
War Sanction [one-action] Requirements The lesser kurshudi's last action this round was to Area Fire their machine gun; Effect The lesser kurshudi chooses one target affected by the Area Fire that failed its save. That target takes an additional 1d10 persistent spirit damage and becomes suppressed as long as the persistent damage continues.

All Creatures in "Daemon"

NameLevelSpoiler
Cacodaemon1Tales From the Vast
Typodaemon2
Disteadaemon3Tales From the Vast
Lesser Kurshudi5Tales From the Vast
Civusdaemon8

Daemon

Hailing from the plane of Abaddon, daemons are utterly devoted to the destruction of all life. Their existence is based around specific means of death, and they seek the death of all things in service to their lords: the Apocalypse Riders. Each daemon represents a different way to die, and they use their specific powers to further that means of death.

Advents in technology have only created new means of death and torment, so new types of daemons enter existence with regularity, each created once a sufficient mass of new deaths occurs to spawn them. These new advent daemons often prefer to spend their time in the galaxy rather than Abaddon, as they can better spread their torments to the mortals of creation.