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Demon, Vilsteth

This fiend seems carved from weathered ivory, and runes and symbols of power cover its pale flesh. Its eyes glow an eerie yellow, and horns curl from its eerie, mouthless head.

Vilsteth CR 16

XP 76,800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., see invisibility; Perception +36


AC 30, touch 14, flat-footed 26 (+4 Dex, +16 natural)
hp 225 (18d10+126)
Fort +18, Ref +10, Will +14; DR 10/cold iron and good; Immune electricity, mind-affecting effects, poison; Resist acid 10, cold 10, fire 10; SR 27


Speed 30 ft.
Melee 2 claws +24 (2d6+6), gore +24 (2d6+6 plus 1d4 Wis), tail slap +19 (1d8+3)
Special Attacks idolatry, labyrinthine mindtrap, mindrender, powerful charge (gore, 4d6+12), rend (2 claws, 2d6+9), unspeakable truth
Spell-Like Abilities (CL 18th; concentration +24)

Constantsee invisibility
At willenter image, greater teleport (self plus 50 lbs. of objects only), meld into stone, possess object, ventriloquism (DC 17)
3/daycharm monster (DC 20), quickened dominate person (DC 21), stone shape, vengeful outrage (DC 22)
1/daymass suggestion (DC 22), statue, summon (level 7, 1 shachath or 1d3 succubi 50%), symbol of persuasion (DC 22)


Str 22, Dex 19, Con 24, Int 23, Wis 16, Cha 23
Base Atk +18; CMB +24; CMD 38
Feats Alertness, Combat Casting, Deceitful, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Persuasive, Quicken Spell-Like Ability (dominate person), Vital Strike
Skills Bluff +31, Craft (sculpture, stonemasonry) +18, Diplomacy +31, Disguise +31, Intimidate +31, Knowledge (engineering, history, local, nobility, religion) +15, Perception +36, Perform (oratory) +15, Sense Motive +28, Spellcraft +16, Stealth +25, Use Magic Device +14; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; can't speak, telepathy 100 ft.
SQ change shape (Medium humanoid; polymorph), no breath


Idolatry (Su)

When a vilsteth uses enter image, meld into stone, possess object, or statue to assume the appearance of a public or religious monument (either by entering or controlling an existing object or by taking the semblance of one), it can make itself an object of worship and adoration.

This functions as sympathy (DC 25, CL 18th) upon either a single creature within 30 feet or all creatures of the chosen type or alignment within 30 feet. Any creature that fails its saving throw against this effect must attempt an additional DC 25 Will save after spending 24 hours within 30 feet of the object of worship. If the targeted creature fails this second save, it's affected as if under a permanent mind fog effect with respect to the vilsteth. This is a curse effect and cannot be dispelled (although dispel chaos or dispel evil can remove this effect, as does break enchantment).

Labyrinthine Mindtrap (Su)

Whenever a vilsteth is targeted with a divination or mind-affecting effect, including effects that simply facilitate mental communication, the caster's mind is entrapped within the twisted corridors and pathways of the vilsteth's intellect, causing the caster to become dazed (Will DC 25 negates). Each round on the victim's turn, it can attempt a new saving throw to escape this mind trap, ending its turn, but each failed save deals 1 point of Intelligence, Wisdom, and Charisma drain to the creature. A creature that successfully saves against this effect is immune to the same vilsteth's labyrinthine mindtrap for 24 hours.

Mindrender (Su)

When a vilsteth hits with both claw attacks and rends its target, it gains a +4 profane bonus on its gore attack for that turn. In addition, if the vilsteth's gore attack hits, the target is affected by the vilsteth's labyrinthine mindtrap ability, even if the targeted creature already successfully saved against that ability in the last 24 hours.

Unspeakable Truth (Su)

A vilsteth is surrounded by a mantle of misinformation. Creatures within 30 feet are affected by a curse that manifests the next time they attempt to share information about the vilsteth, including things they have observed the demon saying or doing. This curse affects the creature as fumbletongue (Will DC 25 negates). A successful save negates the curse, but if the target fails the save, this curse manifests every time that target attempts to talk about the vilsteth. This curse is a mind-affecting compulsion effect and can't be dispelled or suppressed with protection from evil. A vilsteth can order creatures affected by charm or compulsion effects that it creates to share information about it without triggering the curse.