Abyss's Voice

# Demon lord, Abyss's Voice

*A long crimson cloak drapes over the form of this large faceless being, which floats just above the ground on footless legs as its menacing flail crackles with blue currents of electricity.*

## Abyss's Voice CR 29

**Source** *Pathfinder #64: Beyond the Doomsday Door pg. 84**(Amazon)*

**XP** 51,200

multiple gender (male, female and genderless) unique End’s Voice demon lord

CE Colossal outsider (chaotic, extraplanar, water, evil, earth, cold, air)

**Init** +7; **Senses** darkvision 60 ft., *detect good*, *detect law*, swarmsight, trueseeing; Perception +21

**Aura** frightful presence (180 ft., DC 38), *unholy aura*(DC 30),**Aura** seductive presence (180 ft., DC 43), locusts (10 ft., distraction, DC 43),**Aura** bleeding wounds (30 ft.),

### Defense

**AC** 31, touch 15, flat-footed 27 (+3 Dex, +1 dodge, +2 insight, +16 natural, –1 size; never surprised or flat-footed)

**hp** 325 (18d10+126); regeneration 30 (good, deific or mythic)

**Fort** +38, **Ref** +31, **Will** +39

**Defensive Abilities** Abyssal resurrection, *freedom of movement*, supernatural cunning, all-around vision, rasping armor, avian mastery, absorb blood, critical healing, heretical; DR 20/cold iron, magic, law, good and epic; Immune ability damage and drain, charm and compulsion effects, confusion, cold, death effects, electricity, energy drain, fire, maze, insanity, petrification, poison and slashing weapons; Resist acid 30; SR 26

### Offense

**Speed** 40 ft., fly 40 ft. (average), swim 120 ft., climb 60 ft.,

**Melee** *+6 shock heavy flail*+43/+38/+23/+18 (2d8+7/17–20 plus 1d6 electricity and maddening strike), *Aizerghaul*+52/+47/+42/+37 (2d8+28/19–20/×3), gore +40 (2d8+6 plus 2d6 fire plus burn), bite +48 (6d6+17/19–20 plus grab and poison), 4 tentacles +43 (2d6+8/19–20 plus grab)*Riftcarver*+51/+46/+41/+36 (4d6+30/19–20/×4 plus poison), sting +41 (2d6+8 plus poison),*+6 adamantine icy burst warhammer*+53/+48/+43/+38 (3d6+24/19–20/×3 plus 1d6 cold), slam +48 (1d8+19 plus grab), 4 claws +48 (1d8+12/19–20 plus 1d4 Cha drain), 3 stings +48 (2d6+12/19–20 plus poison), 2 hooves +43 (1d4+6 plus 1d6 fire and burn), 2 wings +43 (1d4+6)*+5 anarchic keen unholy longsword*+54/+49/+44/+39 (2d6+20/17–20), bite +49 (2d6+15), claw +49 (1d6+15), 2 talons +49 (1d6+15),*+5 unholy dagger* +46/+41/+36/+31 (1d4+15/17–20), *+5 unholy dagger* +46/+41/+36/+31 (1d4+15/17–20),*+5 unholy speed war razor* +47/+42/+37/+32 (1d4+27/19–20),

**Ranged** rock +37/+32/+27/+22 (2d6+19),*Shadowkiss* +54/+49/+44/+39 (1d4+20/17–20 plus poison), thrown surgical tool +47/+42/+37/+32 (1d6+10)

**Space** 95 ft., **Reach** 110 ft. (20 ft. with glaive); (30 ft. with tentacle);

**Special Attacks** destructive aura, burn (4d6 fire, DC 40), glaive mastery, powerful charge (gore, 4d8+19 plus 2d6 fire and burn), scroll use, breath weapon, command aquatic creature, constrict (2d6+25), fast swallow, poison, swallow whole (transformation, AC 17, 67 hp), enhanced venom, infestation, poison, swarm master, clutch foe, crushing blow, favored enemy (giants +4, humans +4, see below), powerful slam, rock throwing (600 ft.), vengeful strike, cruel shot, domination, energy drain, poison, profane ascension, sneak attack +5d6, hear name, poison, possession, profane, command blood, frightful weapon prowess, painful cuts, Charisma drain, despairing cry, precise cuts, suicide, devastating blow, feed, poison, rend (2 claws, 2d8+25), roar, shatter petrification, shockwave

**Spell-Like Abilities** (CL 18th; concentration +24)

Constant—*foresight*(self only), *true seeing*(self only), *detect good*, *detect law*, *freedom of movement*, *speak with animals*, *true seeing*, *unholy aura*(DC 30)

At will—*arcane eye*, quickened *bleed*(DC 16), *hideous laughter*(DC 18), *knock*, *magic missile*, *shatter*(DC 18), *telepathic bond*, *touch of idiocy*, *true strike, **astral projection***, *baleful polymorph*(DC 27), *blasphemy*(DC 29), *desecrate*, *dominate person*(DC 27), *greater dispel magic*, *greater teleport*, *telekinesis*(DC 27), *shapechange*, *unhallow*, *unholy blight*(DC 26),*control water*, *control weather*

5/day—*confusion*(DC 20), *contact other plane*(see below), *feeblemind*(DC 21), *greater teleport*(self plus 50 lbs. of objects only), *mind fog*(DC 21), *nightmare*(DC 21), *phantasmal killer*(DC 21)

1/day—*break enchantment*, *disintegrate*(DC 22), *harm*(DC 22), *insanity*(DC 23), *mage’s disjunction*(DC 25), *mass invisibility*, *moment of prescience*, *power word kill*, *weird*(DC 25), quickened *greater dispel magic*, *maze*, summon demons, summon minotaurs, *symbol of persuasion*(DC 28),*imprisonment*(DC 31), *mass charm monster*(DC 30), *time stop, vortex*(DC 27),*hungry pit* (DC 25), *insect plague*,*control winds*,*creeping doom*, *reverse gravity*,*polar ray*,*mass icy prison '***(DC 27),***polar midnight*(DC 27),*enlarge person*,*finger of death* (DC 32), quickened *mass suggestion* (DC 31),*symbol of death* (DC 33),*soul bind* (DC 34), *wail of the banshee* (DC 34), *sympathy*(DC 31), *whirlwind*,*dominate monster*(DC 32),*wish*,*blood biography* **(DC 23),***spiritual weapon*,*blade barrier***(DC 26),***mage’s sword*,*finger of death***(DC 27),***weird***(DC 29),***flesh to stone***(DC 25),***stone shape*,*implosion***(DC 28),** *imprisonment***(DC 28)**

\*Abyss's voice can use the mythic version of this ability in his realm.

### Statistics

**Str** 38, **Dex** 37, **Con** 34, **Int** 37, **Wis** 36, **Cha** 32

**Base Atk** +18; **CMB** +23 (+25 sunder); **CMD** 39 (41 vs. sunder, can’t be tripped)

**Feats** Combat Casting, Combat Expertise, Dodge, Improved Critical (heavy flail), Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Weapon Focus (heavy flail)
**Skills** Disable Device +18, Fly +16, Intimidate +24, Knowledge (geography) +18, Knowledge (history) +21, Knowledge (religion) +21, Perception +21, Sense Motive +21, Spellcraft +18, Stealth +17, Use Magic Device +24; **Racial Modifiers** +4 Acrobatics when jumping

**Languages** all languages,*speak with animals*(aquatic animals only); telepathy 300 ft.

**SQ** madness, no breath, compression, demon lord traits, change shape (any animal, magical beast or minotaur; greater polymorph), infernal brand, language mastery, swift transformation, master of lies, detached limbs

### Ecology

**Environment** any (Abyss)

**Organization** solitary (unique)

**Treasure** standard (Large *+6 shock heavy flail*, other treasure)

### Special Abilities

**Adaptable Life Force (Su)** Any effect that heals living creatures and harms undead or heals undead and harms living creatures (such as cure spells, inflict spells, and channeled energy) always heals the herald, even if the source of the power intended to harm it.

**Contact Other Plane (Sp)** This ability functions as the spell *contact other plane*, but the herald can only ask questions on the behalf of another creature, the questioner (not the herald) must make the Intelligence check (if any) to avoid losing Intelligence or Charisma, and the loss is permanent rather than temporary.

**Destructive Aura (Su)**As a swift action, the herald can emit a 30-foot aura of destruction for 15 rounds per day. All attacks made against targets in this aura (including the herald) gain a +7 morale bonus on damage rolls, and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

**Maddening Strike (Su)** If the herald successfully hits a creature with its flail, as a swift action it may force the opponent to make a DC 25 Will save. If the creature fails its save, it is confused for 1 round. The save DC is Charisma-based.

**Madness (Ex)** The herald uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to insanity and confusion effects. Only a *miracle*or *wish*can remove its madness. If this occurs, the herald gains 6 points of Wisdom and loses 6 points of Charisma; it automatically reverts to its insane state 1d10 minutes later.

**Telepathic Bond (Sp)** This ability functions like *telepathic bond*, except any creature linked to the herald’s disturbing thoughts takes 1 point of Wisdom damage every 10 minutes.

**Aizerghaul***Aizerghaul*(Abyssal for ”Labyrinth’s Final Edge”) is a uniquely shaped glaive, the head of which consists of a double blade akin to a crescent moon. This blade is made of ivory, but is razor sharp and as hard as adamantine (and possesses all the qualities of that material). It is a *+5 lawful-outsider bane unholy wounding glaive*capable of inflicting particularly horrible and painful wounds on good-aligned targets and devils alike. Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by Aizerghaul or be sickened with pain for as long as the damage caused by the wound persists. Whether the save succeeds or fails, these wounds don’t heal naturally and resist magical healing. A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.

**Glaive Mastery (Ex)** Abyss's voice is exceptionally skilled at fighting with a glaive. He is treated as a 20th-level fighter for the purposes of fulfilling any feat prerequisites, such as that for Weapon Specialization.

**Infernal Brand (Su)** The mark of Asmodeus is branded on Abyss's voice’s brow, yet this is no mark of fealty or servitude. Rather, Abyss's voice has claimed the pentagram—a remnant of the time he spend as the archdevil’s prisoner—and now draws power from it. The brand grants him his devil-like abilities of fire immunity and see in darkness. In addition, all devils and worshipers of devils take a –2 penalty on saving throws against Abyss's voice's’s special attacks and spell-like abilities. He gains a +4 bonus on caster level checks to penetrate a devil’s spell resistance and automatically penetrates a devil’s damage reduction with his glaive and natural attacks.

**Language Mastery (Ex)** Abyss's voice can speak, read and understand all languages.

**Scroll Use (Ex)** Abyss's voice can cast spells from any scroll as if he possessed the spell on a spell list. Spells he casts from scrolls always resolve at caster level 27th.

**Summon Minotaurs (Sp)** Abyss's voice can summon half-fiend minotaurs, labyrinth minotaurs and mythic minotaurs as if casting a *summon monster*spell. He can summon eight half-fiend minotaurs three times per day and four mythic minotaurs or one labyrinth minotaur once per day. This ability functions as a swift action, but otherwise works like the summon universal monster rule with 100% chance of success and counts as a 9th-level spell effect.

**Supernatural Cunning (Su)** Abyss's voice is never caught flat-footed and gains a +8 bonus on initiative checks. In addition, he’s immune to *maze*spells and can never become lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly and can teleport to any location using his *greater teleport*spell-like ability.

**Breath Weapon (Su)** Once every 1d4 rounds as a standard action, Abyss's voice can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or winds. Any creature in the breath weapon’s area is exposed to the breath weapon’s poison (see below) and must succeed at a DC 41 Will save or gain 2 negative levels as its memories and knowledge leach away (this is a mind-affecting effect). Any creature that enters the ink or cloud or ends its turn inside it, must succeed at another Will save (at a +4 bonus) to avoid further level loss and poisoning. The save DC is Constitution-based.

**Command Aquatic Creature (Su)** Abyss's voice can command aquatic creatures to do his bidding as a move action, either via using his ability to *speak with animals*or via telepathy. This affects all aberrations, animals, magical beasts, oozes and vermin within 300 feet that have the aquatic subtype (Will DC 36 negates). This functions like *mass suggestion*, but can affect mindless creatures. Abyss's voice can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Abyss's voice issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Abyss's voice for 24 hours. The save DC is Charisma-based.

**Poison (Ex)**Bite, breath weapon, sting, hand crossbow or *Riftcarver*—contact or injury; *save*Fort DC 41; *frequency*1/round for 6 rounds; *effect*1d6 Con drain and confused for 1 round; *cure*3 consecutive saves.

**Transformation (Su)** A creature swallowed by Abyss's voice is assaulted by demonic enzymes, rasping talons, sucking tendrils and vile gases. At the start of the swallowed creature’s turn, it must succeed at a DC 41 Fortitude save or be nauseated, and must succeed at a DC 36 Will save or take 1d6 points of Dexterity and Charisma drain. Once the creature’s Dexterity and Charisma are drained to 0, the creature transforms into a horrifically deformed version of itself that Dagon can then disgorge into any adjacent square as a swift action. The transformed creature gains the half-fiend template, its Dexterity and Charisma return to their normal values and it is under Abyss’s voice's control (as *dominate monster*, caster level 28th). The transformation can be reversed by casting *break enchantment*and *atonement*on the victim during the first 24 hours (after that, it can be reversed only via *miracle*or *wish*). The Fortitude save DC is Constitution-based and the Will save DC is Charisma-based.

**Enhanced Venom (Su)** Any poisons created by Abyss's voice (or even those used by him) become enhanced and can affect creatures normally immune to poison. If an affected creature is mythic and is normally immune to poison, it instead receives a +4 bonus on its saving throw against Abyss's voice’s poison effects.

**Infestation (Su)** Whenever a creature becomes poisoned by Abyss's voice, it also becomes infested with thousands of microscopic demonic eggs that quickly multiply and spread throughout the victim’s bloodstream and flesh alike. Once infested, a creature remains infested even after the poison’s effects end or are cured. A creature that has been infested by Abyss's voice is recognized by all mindless swarms as a host, and such swarms never deal damage to the creature unless influenced and compelled to do so by an outside influence. An infested creature takes a –4 penalty on all saving throws made against Abyss's voice’s attacks or spells cast by his clerics. As a swift action, Deskari may command a creature’s infestation to accelerate; this deals 20d6 points of damage and stuns the target for 1 round (a successful DC 42 Fortitude save halves the damage and negates the stun effect) as the eggs hatch and a fiendish locust swarm (*Pathfinder RPG Bestiary 4*183) bursts out of the creature’s body (ending the infestation). Infestation is a disease effect, and the save DC is Constitution-based.

**Rasping Armor (Su)** The armor plates that protect Abyss's voice’s body rasp together whenever he is damaged by a physical attack, creating a discordant shrieking and grinding sound. Every time a creature strikes Abyss's voice with an attack that deals bludgeoning, force, piercing or slashing damage, all creatures within 10 feet of Abyss's voice must succeed at a DC 42 Fortitude save or be sickened for 1d6 rounds. A sickened creature that fails this save becomes staggered for 1 round. A staggered creature that fails this save becomes nauseated for 1 round. Finally, a nauseated creature that fails this save becomes stunned for 1d6 rounds. This is a mind-affecting sonic effect that does not affect demons. The save DC is Constitution-based.

**Swarm Master (Su)** Abyss's voice is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet. An intelligent swarm can resist this compulsion by succeeding at a DC 36 Will save. Any swarm created by or conjured by Abyss's voice deals +3d6 points of swarm damage and the damage caused by such a swarm is treated as chaotic, epic and evil for the purpose of overcoming damage reduction. The save DC is Charisma-based.

**Swarmsight (Su)** Abyss's voice can see through the eyes of any swarm he commands or controls, including the swarm of biting flies that makes up his wings (this swarm, incidentally, grants him all-around vision).

**Wall Crawler (Su)** Abyss's voice can climb any vertical surface with ease and never has to attempt Climb checks to avoid falling as a result of taking damage. This grants him a +16 racial bonus on Climb checks.

**Clutch Foe (Ex)** If Abyss's voice chooses to use his hand to make a grapple check when he successfully slams and grabs a Medium or smaller opponent, he takes a –20 penalty on the grapple check. On following rounds, he can attempt to maintain his grapple on the creature as a swift action. If successful, he can constrict the creature for 1d8+28 points of damage, throw the creature (treat this as a bull rush) or use the creature as an improvised weapon. An opponent used as a weapon takes half as much damage as it deals to the creature it hits.

**Crushing Blow (Su)** Once per round, Abyss's voice may designate any attack with his warhammer to be a crushing blow. He must designate this attack before making the attack roll. If he hits, the blow ignores the target’s hardness and damage reduction, and allows him to make a free trip attempt against the target. This trip attempt does not provoke an attack of opportunity, can target a foe of any size, and has no chance of causing Abyss's voice to fall prone if he fails. A creature struck by a crushing blow must attempt a DC 44 Fortitude save; success means the creature is staggered for 1 round and failure means it is stunned for 1 round and staggered for 1d6 rounds afterward. The save DC is Strength-based.

**Favored Enemy (Su)** Against female giants or female humans, Abyss's voice’s favored enemy bonuses increase to +8. Once per day, he can declare any one creature as a favored enemy, but only if that creature has damaged, humiliated or otherwise inconvenienced him at some point in the previous 24 hours. His favored enemy bonuses against that creature last 24 hours.

**Powerful Slam (Ex)** Abyss's voice’s slam attack is considered a primary attack even when he uses a weapon in his other hand and he always adds his full Strength bonus to damage dealt with his slam attack.

**Vengeful Strike (Su)** Once per round, Abyss's voice may make an attack of opportunity against any creature that strikes him in melee combat. This attack of opportunity has a critical threat range of 18–20. Against female targets, the vengeful strike is also a crushing blow.

**Cruel Shot (Ex)** Abyss's voice is adept at making ranged attacks to strike cruel shots that deal significant and humiliating damage. She adds her Charisma bonus to all damage dealt by ranged weapons.

**Domination (Su)** As a standard action, Abyss's voice can crush a foe’s will. The target must be visible to Abyss's voice and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Abyss's voice’s influence as *dominate monster* (CL 30th). If she uses domination against a humanoid creature, she may instead choose to use the ability as a swift action and it functions as *dominate person*. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Abyss's voice.

**Energy Drain (Su)** Abyss's voice’s energy drain functions identically to that of a succubus (*Pathfinder RPG Bestiary* 68), except that she drains 2 levels when she uses this ability against mythic creatures or 1d6+4 levels against non-mythic creatures.

**Profane Ascension (Su)** As a swift action while in an act of passion with a willing mortal, Abyss's voice may grant a profane ascension. The target’s name appears in glowing Abyssal runes on Abyss's voice’s wings and a crimson mark manifests somewhere on the target’s body. The target immediately gains a +6 profane bonus to any one ability score of its choice, a +4 profane bonus to any other ability score of its choice and the see in darkness ability. A single creature may have only one profane ascension in effect at any one time. As long as the effect persists, Abyss's voice can communicate telepathically with the target across any distance and may use any of her spell-like abilities through the target, manifesting them as if the target were using them. A profane ascension may be removed by a *miracle* or *wish*. Abyss's voice can remove it as a free action, dealing 4d6 points of Charisma drain and imparting 1d10+10 permanent negative levels to the victim.

**Seductive Presence (Su)** Unlike most demon lords, Abyss's voice does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects and compulsion effects and becomes fascinated by Abyss's voice for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Abyss's voice’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.

**Shadowkiss** Abyss's voice’s favored weapon is Shadowkiss, a *+5 unholy hand crossbow* that magically creates ammunition as it fires. Once a target is damaged by a bolt fired from *Shadowkiss*, the hand crossbow gains the *bane* weapon special ability against that target’s creature type on all further attacks. *Shadowkiss* may only have one bane effect in place at one time. Bolts fired from *Shadowkiss* gain the *ghost touch* ability (an effect not normally available to ranged weapons).

**Swift Transformation (Ex)** Abyss's voice can use her change shape ability as a free action.

**Aura of Locusts (Su)** Abyss's voice exhales clouds of locusts. In any round in which he does not move more than 5 feet, he is surrounded by a 10-foot-radius spread of these creatures. Any creature that enters this area must succeed at a DC 43 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

**Avian Mastery (Su)** Any creature flying under its own power (flight from a source other than a spell, spell-like ability or magic item) that attempts to attack Abyss's voice with a melee attack must attempt a DC 40 Will save. If it fails, the creature can’t follow through with the attack, that part of its action is lost and it can’t directly attack Pazuzu for 1d4 rounds. Once a creature succeeds at this save, it is immune to this ability for 24 hours. The save DC is Charisma-based.

**Hear Name (Su)** Abyss's voice hears his name whenever it is spoken, regardless of distance—this ability functions even across planar boundaries. If a creature speaks Abyss's voice’s name aloud three times in the same breath, Abyss's voice automatically knows that creature’s precise location and name. If Abyss's voice is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.

**Possession (Su)** Once per day as a swift action, Abyss's voice can attempt to possess a single living creature within 1 mile, provided he knows the target’s name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Abyss's voice for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Abyss's voice automatically knows every thought that creature has. By concentrating, he can sense the creature’s surroundings using that creature’s senses. As a swift action, he can cause the creature to perform any ability it can perform on its own. Abyss's voice can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Abyss's voice can only possess one creature at a time. When Abyss's voice isn’t actively controlling the target, it can take its own actions. *Dispel chaos*or *dispel evil*ends this possession effect as if it were an enchantment spell, but unless the caster of the spell succeeds at a DC 30 caster level check, as a swift action Abyss's voice can attempt to possess the caster as he is driven out of the target. A creature possessed by Abyss's voice is immune to *protection from evil*, *magic circle against evil* and any similar effects. The save DC is Charisma-based.

**Profane Wishcraft (Su)** A creature that accepts a *wish*from Abyss's voice immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a *good hope*spell for 1 week, followed by the effects of *crushing despair*for 1d6 months (CL 30th). The save DC is Charisma-based.

**Swarm Master (Su)** Abyss's voice is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.

**Absorb Blood (Su)** If a creature dies while under the effects of Abyss's voice’s ability to command blood, all of the victim’s blood slithers out of its body and moves at a speed of 60 feet toward Abyss's voice. If the slithering blood reaches Shax, it flows up onto his body and is absorbed, affecting Abyss's voice as a *heal* spell (CL 28th). A slithering pool of blood can be destroyed by any amount of fire damage applied to it before it reaches its goal or by the application of an effect that transmutes liquid to something other than blood.

**Aura of Bleeding Wounds (Su)** Whenever a creature takes piercing or slashing damage within 30 feet of Abyss's voice, it takes an additional 1d6 points of bleed damage. This bleed damage stacks with itself, up to a maximum of 10d6 points. As a free action, Abyss's voice may designate any number of creatures within the aura to be exempt from this effect.

**Command Blood (Su)** As a swift action, Abyss's voice can command the blood of any creature that is currently suffering from bleed damage to do his bidding. The target must be within 60 feet of Abyss's voice for him to use this ability. The target can resist this ability with a successful DC 36 Fortitude save. If the target fails the save, Abyss's voice can command the victim’s blood to behave in one of the manners listed below. Once commanded, the blood continues to function in this way for as long as the victim continues to bleed. Abyss's voice can change the effect in a subsequent round by using this ability again, but no more than one of the following effects can be in effect at any one time. The save DC is Charisma-based.

*Blinding Blood*: The victim’s blood runs up into its eyes and blinds it at the start of its turn unless the victim takes a move action to wipe away the blood. Once a victim is blinded in this way, it remains blinded as long as the bleed effect continues.

*Bloody Mess*: The victim’s blood spreads out across its body, making it slippery. This grants a +10 circumstance bonus on Escape Artist checks and all attempts to resist being grappled, but the victim must succeed at a DC 36 Reflex save at the start of each round or drop objects it holds. These effects last as long as the bleed effect continues.

*Choking Blood*: The target’s blood runs up into its nostrils and mouth unless the creature uses a free hand to pinch its nose shut and holds its breath. If the target doesn’t do so, the blood runs into its lungs and the creature must succeed at a Constitution check each round or it begins to drown. Once a victim begins to drown, it continues to do so as long as the bleed effect persists.

*Gruesome Tendrils*: This effect automatically ends any bleed effects the victim is currently suffering as it causes the blood coating the victim to solidify into thin, whiplike tendrils that lash out at any creature within 5 feet. Any creature that begins its turn in this area automatically takes 1d6 points of slashing damage and 1d6 points of bleed damage; a successful DC 36 Reflex save prevents this damage.

**Frightful Weapon Prowess (Ex)** When an opponent observes Abyss's voice’s attacks, the frightening display of the demon lord’s grace makes the victim take additional damage from those attacks, as if simply imagining the damage were enough to cause injury. Abyss's voice gains a profane bonus equal to his Charisma modifier on damage rolls (+10 damage) with all weapon attacks and ranged attacks made against a victim who can observe him. This damage is negated if the victim closes its eyes, but doing so puts the opponent in greater danger from Abyss's voice’s sneak attacks. This is a visual fear effect.

**Master of Lies (Ex)** Abyss's voice is immune to any magical effect that discerns lies or forces him to speak the truth.

**Painful Cuts (Ex)** Whenever Abyss's voice threatens a critical hit with a slashing weapon, the victim must succeed at a DC 36 Fortitude save or be staggered by the pain for 1 round. If the hit was a critical hit, the staggered effect lasts for 1d4 rounds on a failed saving throw. The save DC is Charisma-based.

**Charisma Drain (Su)** Abyss's voice’s claw leaves hideous scars that resist healing even via magic; these scars manifest as Charisma drain. The more scars a victim gains in this manner, the more despondent and depressed its personality grows. A creature whose Charisma score is drained to 3 or lower by this attack automatically fails any Will save against any spell-like ability or supernatural attack made by Abyss's voice. A successful DC 41 Will save resists the Charisma drain inflicted by this attack and instead causes the victim to be sickened for 1 round. The save DC is Charisma-based.

**Critical Healing (Ex)** Critical hits cause Abyss's voice to experience a sudden rush of energy and healing. Any additional damage dealt to Abyss's voice by a critical hit actually heals her of that amount of damage rather than harming her. This damage applies simultaneously to the attack’s normal damage, and can prevent her from being slain if the damage from the normal attack would otherwise have been enough to kill her. Sifkesh takes no damage at all (but neither does she gain healing) from critical hits she or her allies deal to her—only attempts to actually damage her can heal her in this way. Whenever Abyss's voice is healed of any damage in this manner, she becomes hasted for 1 round. Abyss's voice takes normal damage from sneak attacks and other precision-based damage.

**Despairing Cry (Su)** Once every 1d4 rounds as a swift action, Abyss's voice can unleash a soul-rending mournful scream that affects all creatures in a 60-foot-radius spread. A creature in this area must attempt a successful DC 38 Will save or be overcome by suicidal despair—on a successful save, a creature is merely sickened for 1d4 rounds. A creature fully affected by this special attack takes a –6 penalty on attack rolls, saving throws, ability checks, skill checks and weapon damage rolls and cannot gain the benefit of any morale bonus for 24 hours. A creature that is normally immune to fear loses that ability while under the effects of despairing cry and can be ordered to take obviously suicidal acts while under the influence of effects like *charm person*, *dominate person* and *suggestion*. The effects of multiple despairing cries do not stack. This is a mind-affecting sonic curse effect. The save DC is Charisma-based.

**Detached Limbs (Su)** Abyss's voice’s arms, legs and head are not physically attached to her torso. Instead, they float in approximately the positions they would normally take up, but never quite perfectly aligned. She is immune to any effect that severs limbs or her head. In addition, when she attacks, her limbs can move with surprising speed, effectively granting her exceptional reach for a Medium creature.

**Heretical (Ex)** Abyss's voice’s heretical persona protects her from servants of faith. Against any spell cast by a divine spellcaster, her Spell Resistance increases to 41 and she gains a +2 bonus on all saving throws against such spells. A divine spellcaster who willingly touches Sifkesh must succeed at a DC 38 Will save or be nauseated for 1d4 rounds. The save DC is Charisma-based.

**Immune to Edged Weapons (Ex)** Abyss's voice is immune to all forms of slashing damage and bleed effects.

**Precise Cuts (Ex)** Abyss's voice deals an amount of additional damage equal to her Intelligence bonus on any successful attack that deals slashing damage.

**Suicide (Su)** Once per day as an immediate action, Abyss's voice can drop her defenses when attacked by a foe. She is treated as flat-footed for this attack, loses her profane bonus to her AC and spell resistance and automatically fails any saving throws against that attack. If this attack kills her, she immediately utters her despairing cry (even if she’s already used it within the previous 1d4 rounds). Any creatures affected by this particular despairing cry are also stunned for 1d4 rounds. One round after she commits suicide, Abyss's voice automatically comes back to life, as if affected by *true resurrection*.

**Devastating Blow (Su)** As a standard action, Abyss's voice can bring all four of his claws to bear upon a single target. It this attack hits, he deals 8d8+68 points of bludgeoning damage. If the target is a creature, it must make a successful DC 43 Fortitude save or be knocked prone and staggered for 1d4 rounds. If the target is an object, the attack ignores all hardness possessed by the object. The save DC is Strength-based.

**Feed (Su)** Abyss's voice can consume the corpse of a Large or smaller creature that has been dead no longer than a day as a full-round action. Doing so destroys the creature’s body and leaves its gear scattered on the ground. All armor and gear worn in the body slot must make a successful DC 43 Fortitude save to avoid becoming broken by this swift and violent consumption. When Abyss's voice feeds on a creature, he immediately learns all of that creature’s memories and knowledge. In addition, he gains the effects of a *heal*spell and a *haste*spell (both at CL 27th). The save DC is Strength-based.

**Poison (Ex)** Sting—injury; *save*Fort DC 40; *frequency*1/round for 6 rounds; *effect*1d6 Dexterity drain; *cure*3 consecutive saves. If a creature’s Dexterity is drained to 0, the creature is immediately petrified. The save DC is Constitution-based.

**Roar (Su)** Abyss's voice can unleash a devastating roar as a standard action once per hour. When he roars, all creatures and unattended objects within 60 feet take 30d10 points of sonic damage and become stunned for 1d6 rounds. Abyss's voice does not take this damage and he can exclude any number of creatures or objects from this effect as he wills. A successful DC 40 Reflex save halves the damage and negates the stun effect. The save DC is Constitution-based.

**Shatter Petrification (Su)** Abyss's voice can strike a petrified creature with any one of his natural weapon attacks to cause it to shatter. The petrified creature can resist this with a successful DC 43 Fortitude save. If the creature fails to resist, the blow smashes it apart into an explosion of razor sharp stone fragments. Any creature within 10 feet of a shattering petrified creature takes 10d6 points of piercing and slashing damage from these flying fragments of once-living flesh (Reflex DC 43 half). Abyss's voice is never damaged by these flying shards of stone. The save DC is Strength-based.

**Shockwave (Su)** When Abyss's voice makes a charge attack while flying and lands at the end of the charge, the force of his landing creates a powerful shockwave. All creatures standing on the ground within 30 feet of Abyss's voice when he lands at the end of a charge attack must make a successful DC 40 Reflex save to avoid being knocked prone by the force of the impact. The save DC is Constitution-based.

# Abyss's voice’s Cult

Abyss's voice is worshiped by conspirators, secret societies, corrupted crusaders and above all else, minotaurs. His minotaur worshipers venerate him openly; in their art, Abyss's voice is typically depicted as a more classical bullheaded, minotaur-like creature and when he deigns to appear before these worshipers he often assumes this form. His humanoid worshipers venerate him in secret, offering prayers and sacrifices in hidden shrines and dark temples beyond the sight of society and communicating in a complex series of hand gestures when in mixed company.

Abyss's voice has two symbols. To most, including his minotaurs, his symbol is a brass minotaur’s head with ruby eyes. His secret societies use this symbol as well, but also mark his works with the inverted pentagram, sometimes decorating the star shape with an image of his face. Abyss's voice’s favored weapon is the glaive, although he does not abide any of his followers wielding a weapon that looks like *Aizerghaul*.

He grants access to the domains of Animal, Chaos, Evil and Strength and to the subdomains of Demon, Ferocity, Fur and Resolve.

Abyss's voice is worshiped primarily by boggards, heretical sahuagin and skum, marsh giants and desperate or insane coastal dwellers. Most of his worshipers are grotesquely deformed or engage in various abhorrent practices of interbreeding with strange ichthyic or aquatic creatures that dwell nearby. His holy places are often decaying seaside churches, lighthouses, sea caves, or darkly beautiful underwater cathedrals.

Abyss's voice is also known as the Shadow in the Sea. His unholy symbol is a gold disk inscribed with sinister runes around an open octopus eye. His favored weapon is the trident. He grants access to the domains of Chaos, Destruction, Evil and Water and access to the subdomains of Catastrophe, Demon, Oceans and Rage.

Abyss's voice is worshiped primarily by the denizens of the Worldwound on Golarion—by tieflings, fallen crusaders, demons, half-fiends and all manner of other vile creatures that dwell within that devastated land.

Abyss's voice’s symbol is a pair of crossed locust wings dripping with blood. His favored weapon is the scythe, in honor of his devastating weapon of choice, Riftcarver, but his worshipers sometimes prefer to use smaller weapons, especially when they must move unnoticed among enemies.

Abyss's voice grants access to the domains of Chaos, Destruction, Evil and War and to the subdomains of Blood, Catastrophe, Demons and Tactics.

Abyss's voice is worshiped by giants—primarily frost giants, although many ettins, hill giants and ogres worship him as well. Some white dragons worship the Deathless Frost and even certain barbaric human tribes in the frozen reaches of the world have been known to venerate him. He does tolerate women in his cults and grants female clerics spells. He is served by half-fiend yetis, ice linnorms, remorhazes and other cold-dwelling monsters of great size.

Abyss's voice’s unholy symbol is an ice-caked, runecarved warhammer and the warhammer is his favored weapon.

He grants access to the domains of Chaos, Evil, Strength and War, and access to the subdomains of Demon, Ferocity, Ice and Tactics (although the Ice subdomain is normally not available without the Water domain, an exception is made in this case because of the demon lord’s close association with cold).

Abyss's voice is worshiped by assassins, the lustful, whores, shadow-using creatures and of course succubi. These worshipers form relatively small cults, often akin to secret societies, that use brothels, nobility or academies as a cover for their true purposes. A small number of heretics venerate her as well, not as a demigoddess of murder and lust but as one of outcasts, artists and the glories of midnight. The fact that such heretical clerics are granted spells as surely as the rest of her worshipers has caused not a small amount of discontent among her faithful, which Abyss's voice seems to enjoy.

Abyss's voice’s symbol is a multi-pointed crown wrapped with thorny vines. Her favored weapon is the hand crossbow.

She grants access to the domains of Chaos, Charm, Darkness, and Evil and to the subdomains of Demon, Loss, Lust and Night.

Abyss's voice, King of the Wind Demons, is worshiped by harpies and other evil avians and by a large number of antipaladins who were once honorable but were tempted to chaos and evil—often by Abyss's voice himself. His sacred places and temples are cliff side cathedrals, desert ruins and spires atop mountain peaks.

His unholy symbol is an image of himself with his right hand upraised. His favored weapon is the longsword.

He grants access to the domains of Air, Chaos, Evil, and Trickery and access to the subdomains of Cloud, Deception, Demon and Wind.

Babaus, chokers, derros, drow, evil nobles, serial killers and torturers worship Abyss's voice by inf licting grisly torments on other conscious and living souls. The subjects of these tortures aren’t always unwilling or innocent victims, although his cultists prefer tormenting enemies of the faith over allies or members. The cult’s holy places are narrow alleyways in violent parts of large cities, hidden rooms in grand estates and secret dungeons filled with deathtraps and torture chambers. These unholy temples are often guarded by fiendish animals (particularly large, predatory birds) and shadow demons, but are usually watched over by a number of babau demons as well.

Abyss's voice’s unholy symbol is a curved white feather sitting in a pool of blood. His favored weapon is the dagger.

He grants access to the domains of Chaos, Destruction, Evil, and Nobility and to the subdomains of Demon, Leadership, Martyr and Rage.

Abyss's voice is worshiped by blasphemers, heretics, outcasts from other religions and survivors of botched suicide attempts. Her faithful are relatively solitary individuals and there isn’t a strong element of group worship of the demon lord—her cults tend to be small and often amount to only a single worshiper who might employ or rule his own group of minions or followers who don’t actually serve the Sacred Whore. Worship of Abyss's voice is a deeply personal and secretive thing and many of her followers publicly belong to other religions, worshiping the demon lord of heresy in secret as they work to undermine the faith their allies and companions believe them to have. Holy sites to Abyss's voice include desecrated churches, haunted houses and towers with too many windows—nearly always, such temples and shrines to Abyss's voice are empty and abandoned. The lone worshiper might share the site with other creatures such as predators or undead and may even rely upon the presence of such creatures as convenient protection and defense against the enemy.

Abyss's voice’s unholy symbol is a pair of feminine hands crossed at slashed wrists. Her favored weapon is the war razor.

She grants access to the domains of Chaos, Evil, Madness and Trickery and to the subdomains of Deception, Demon, Loss and Nightmare (even though she normally wouldn’t be able to grant access to the subdomain of Loss, she can do so due to her close associations with despair and hopelessness).

Abyss's voice is traditionally worshiped by gargoyles, although as the Age of Lost Omens has drawn on, his worship among humanoids has been increasing steadily, particularly among bandits, brigands, gluttons and those who dwell in blasted, apocalyptic regions such as the Worldwound and the Sodden Lands. In such regions, the landscapes of ruined cities and devastated skylines appeal to those who worship the Horned Prince; his cultists raise temples to their demonic patron there in caverns, on ruined rooftops or within the skeletal frames of partially collapsed cathedrals to gods whose faith and worship alike have moved on. Defenestration is far and away the favored method of sacrifice for his cult.

In addition to gargoyles, the cult is particularly fond of and even subservient to the nabasu demons. Often, a cult of Xoveron seeks out a newly “born” nabasu and offers itself to the demon. Usually this means the demon takes a few of the cultists to feed on and demands the survivors seek out more victims on a regular basis, but in some cases the ravenous newborn nabasu simply consumes the entire cult. To the fanatic of Abyss's voice, though, such a fate is worth dying for.

Abyss's voice’s unholy symbol is a five-horned gray gargoyle skull that’s missing its lower jaw. His favored weapon is the ranseur.

He grants access to the domains of Chaos, Earth, Evil and Strength and to the subdomains of Caves, Demon, Entropy and Ferocity. Entropy is a subdomain of Chaos.