Deceivers are charismatic and bold, possessing strong similarities with Succubi and Incubi. They are not overtly aggressive, shying away from direct combat. Instead they prefer to work their way into positions of trust within societies, where they then pervert individual people with promises of pleasures and other extreme sensations. In this way they are most successful with people who already have tendencies towards sadism, masochism and lust. Once under the influence of the Daeva, she then ‘plays’ with them: conducting ‘experiments’. If directly attacked she attempts to keep her foes at bay with magic, but then if cornered will strike out with claws and horns.
If ‘killed’ the Daeva returns to her home plane where she waits until summoned again. It is not known if there are one or many Daeva of this type. Historical examples have been identified by the names of Mashtrues, Khabeban, Dhokebaaz, Duzenbaz.
Gazember is the name of the particular Daeva identified as being the creature responsible for creating the orcs through perversion of the original elf stock, though only of those already susceptible to the lure of the dark.
|Size/Type:||Medium Fiend, Chaotic evil|
|Hit Dice:||7d8+35 (66 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||22 (+4 Dex, +8 natural)|
|Attack:||Claw +12 melee (1d6+5)|
|Full Attack:||2 claws +12 melee (1d6+5) and horn gore +7 melee (1d6+2)|
|Special Attacks:||Sneak attack +2d6, spell-like abilities, summon demon|
|Saves:||Str +0, Dex +4, Con +4, Int +2, Wis +1, Cha +5|
|Abilities:||Str 10, Dex 19, Con 18, Int 14, Wis 13, Cha 21|
|Skills:||Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)|
|Damage resistances||Bludgeoning, piercing, slashing|
|Condition immunities||Charmed, exhaustion, frightened|
|Senses||Darkvision 60ft, Keen senses (elf trait)|
|Challenge Rating:||6 (1800 XP)|
A Deceiver’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Mask of the Wild: a Deceiver may attempt to hide even when only partially obscured by foliage, heavy rain, falling snow, most, and other natural phenomenon. Deceivers will always attempt to escape through this method if they are personally threatened.
Sneak Attack (Ex): A Deceiver can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when flanking.
Spell-Like Abilities: At will—darkness, dispel magic, shapechange. Caster level 7th.
Known spells, cast at 7th level: Polymorph, Fear, Charm (animal, monster & person)
Skills: Deceivers have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.