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Dero Magister

Dero Magister Creature5

Uncommon CE Small Dero Humanoid

Senses Perception +8; darkvision

Languages Aklo, Undercommon

Skills Crafting +12, Medicine +8, Occultism +12, Stealth +11

Str +1, Dex +4, Con +2, Int +3, Wis -1, Cha +5

Items aklys (see below)

AC 22, Fort +10, Ref +13, Will +10

HP 65; Immunities confusion; Weaknesses vulnerable to sunlight (As dero stalker but 10 damage.)

Speed 20 feet

Melee [one-action] aklys +10 (trip), Damage 1d6+3 bludgeoning

Ranged [one-action] aklys +13 (ranged trip, tethered, thrown 20 feet), Damage 1d6+3 bludgeoning

Occult Innate Spells DC 24; 4th modify memory; 2nd darkness (at will), sound burst; Cantrips (1st) daze, ghost sound

Occult Spontaneous Spells DC 24; 3rd (3 slots) blindness, vampiric touch; 2nd (4 slots) hideous laughter, paranoia, spectral hand, touch of idiocy; 1st (4 slots) grim tendrils, magic missile, phantom pain, soothe; Cantrips (3rd) chill touch, dancing lights, detect magic, forbidding ward, message

Cytillesh Stare [one-action] (concentrate, incapacitation, mental, visual) Frequency once per round; Effect The magister focuses their gaze on a creature they can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 24 Will saving throw or be confused for 1 round.


Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims.


The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. It is an uncommon advanced melee weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the ranged trip, tethered, thrown 20 feet, and trip weapon traits; the new traits are described below. Though aklyses aren’t available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons.

Ranged Trip: This weapon can be used to Trip with the Athletics skill at a distance up to the weapon’s first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon’s item bonus to attack rolls as a bonus to the check. As with using a melee weapon to trip, a ranged trip doesn’t deal any damage when used to Trip. This trait usually only appears on a thrown weapon.

Tethered: This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.