Nucol

Nucol

Creature 4

Perception +11; darkvision, scent (imprecise) 100 feet

Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet

Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10

Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2

Easy to Call As 

.

AC 20; Fort +13, Ref +10, Will +11

HP 75; Immunities disease, fear; Weaknesses good 5; Resistances poison 5

Speed 30 feet

Melee tusk +12 (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumption

Divine Innate Spells DC 20; 3rd 

 (at will), ; 1st  (×3); Cantrips (2nd) 

Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)

Skip Between As esipil.

Spray Pus The nucol flexes one of its infected wounds, releasing a spray of pus in a 15-foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Nucol

Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim’s body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt.

Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they’ll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp.