Zebub
ZEBUB CREATURE 3
[SMALL] [DEVIL] [FIEND] [UNHOLY]
Zebubs, sometimes called accuser devils, serve Hell as spies, observers, and messengers. Their grotesque fly-like bodies conceal an extraordinary ability to preserve what they witness and later transfer those memories directly to another creature. They prefer secrecy, manipulation, and ambush to straightforward combat.
Recall Knowledge Religion DC 18
Perception +12; greater darkvision
Languages Diabolic, Draconic, Empyrean; telepathy 100 feet
Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10
Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +1
AC 18
Fort +8, Ref +10, Will +8; +1 status bonus to saves against magic
HP 45
Immunities fire
Resistances physical 5 (except silver), poison 5
Weaknesses holy 5
Speed 15 feet, fly 50 feet
Melee ◆ mandibles +12 (finesse, magical, unholy), Damage 1d10+5 piercing plus Cocytan Filth
SPECIAL ABILITIES
Sneak Attack
The zebub deals an additional 1d6 precision damage to off-guard creatures.
Cocytan Filth [disease] [virulent]
Saving Throw DC 18 Fortitude; Onset 1d4 days; Maximum Duration 3 days
Stage 1 enfeebled 1 (1 day)
Stage 2 enfeebled 2 (1 day)
Stage 3 enfeebled 3 (1 day)
Diabolic Eye ◆◆◆ [divine]
A zebub can preserve what it witnesses and later transfer those memories to another creature.
The zebub touches a willing creature and transfers approximately 10 minutes of events it personally witnessed. The recipient experiences the information almost instantaneously.
The zebub can continue transferring additional witnessed events by maintaining contact and using Diabolic Eye again.
Once the zebub transfers a particular memory, it permanently loses its own ability to recall that event.
DIVINE INNATE SPELLS
DC 17
5th translocate
4th translocate (at will)
2nd invisibility (at will; self only), summon animal (swarm creatures only)
Cantrips (2nd) message
Rituals DC 17; diabolic pact
RECALL KNOWLEDGE & INVESTIGATION
These checks are normally made by the character taking the relevant action. Don't automatically have the entire party roll. Other characters can Aid or investigate a different question.
Identify the Devil — Religion DC 18
Success The character identifies the creature as a zebub, or accuser devil, used primarily as an infernal spy and messenger. Reveal one useful fact, such as its fire immunity, silver vulnerability, disease-bearing bite, invisibility, or ability to transmit witnessed memories.
Critical Success Reveal two useful facts. The character also understands that zebubs are far more valuable as observers than as front-line combatants.
Failure The character recalls no reliable information.
Critical Failure The character misidentifies the zebub or misunderstands its role, perhaps assuming it is primarily an assassin or combat devil.
Recognize Its Purpose — Religion or Society DC 18
Success reveals that zebubs commonly operate as couriers, scouts, and witnesses for more powerful infernal interests.
On a critical success, the character realizes that killing the zebub may be less important than determining what it has been watching and who expects its report.
Find a Zebub's Observation Post — Perception or Survival DC 17
Characters searching an area where a zebub has been spying might notice tiny claw marks on rafters, stains where the creature perched, displaced debris at high vantage points, or traces around concealed escape routes.
On a critical success, the character can identify the location from which the zebub watched a specific room, excavation, or meeting.
Examine Infernal Correspondence — Arcana or Religion DC 18
A zebub working with the Golden Hand may carry a tiny seal, coded instruction, infernal contract fragment, or other token identifying its assigned superior.
On a critical success, the character recognizes that the zebub is part of an organized reporting network rather than a fiend that crossed into the Palakar accidentally.
TACTICS
A zebub avoids prolonged melee whenever possible. It normally observes from an elevated or concealed position while invisible, waiting until enemies are distracted before striking an off-guard target with its mandibles.
It uses its high fly Speed and translocate to escape unfavorable fights. Its primary goal is usually to see what happens and survive long enough to report it.
If serving alongside orts or Golden Hand agents, the zebub may remain hidden while allies engage the party, collecting information about spells, tactics, identities, and discoveries.
GM NOTES: PULGARI
Role: Scout / spy / mobile skirmisher.
Creature Level: 3.
Adventure Use: Zebubs are ideal surveillance agents for the Golden Hand. A zebub encountered around Reiver's Right or the Pulgari excavation should imply that someone in Hell is receiving direct intelligence about the party's progress.
Diabolic Eye Story Use: This ability creates an excellent investigative complication. The party might capture a zebub shortly after it has transferred its memories and discover that it literally cannot remember who received them, or interrupt one while it is passing information to a Golden Hand handler.
Story Clue: A zebub's hiding place might contain maps with observation marks, descriptions of individual PCs, lists of fey movements, or instructions identifying which discoveries must immediately be reported deeper into the Pulgari complex.