Gusion is a demon who combines the form of a beast with a talent for corruption that even devils admire. He is a yaenit, a lineage of demonic bullies that usually use violence as their primary weapon, but Gusion prefers a subtler approach. Anyone close to Gusion suffers from hallucinatory flashes of their wildest dreams, depicting them as rich, famous, powerful, and so forth. Gusion offers his services as a tutor and personal assistant, promising to teach a mark how to win friends and influence people and make those wild dreams come true. He combines flattery and bullying, alternating between seemingly friendly teasing, genuinely cutting remarks, actually helpful advice and straight up lies. In so doing, he pushes his target to do whatever must be done to get what they want, to befriend the wicked and scorn the righteous, and to disrupt institutions and norms for the sheer fun of it. During this prolonged grooming phase, Gusion often accompanies his projects in the guise of a mundane monkey, advising through telepathy and assisting in combat via implanted tricks. One of his later stage procurement services is to encourage his ally to devote themselves to the service of a demon lord, and Gusion helps them make that decision based on their personality, interests and the horrible deeds they have committed at this point.
Gusion CR 16
XP 76,800
Variant yaenit mesmerist 14
CE Medium outsider (chaos, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., Perception +17, see invisibility
Aura hallucinatory (20 ft., DC 21)
Defense
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +6 natural, +7 armor)
hp 220 (8d10+14d8+110)
Fort +17, Ref +18, Will +21
DR 10/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Defensive Abilities towering ego (+7)
Offense
Speed 40 ft., climb 30 ft.
Melee bloodletting scimitar +23/+18/+13/+8 (1d6+5/15-20), bite +17 (1d6+2) or bite +21 (1d6+6)
Special Attacks bold stare (disorientation, sapped magic, susceptibility), hypnotic stare (-3), manifold tricks (4), mesmerist tricks (14/day, astounding avoidance, enchanting words, fearsome guise, meek facade, mental fallback, mesmeric mirror, reflection of weakness, vision of blood), painful stare (+10/+8d6)
Spells CL 14th, concentration +23 (+25 casting defensively)
5th (3/day)—befuddled combatant(DC 23),inveigle monster (DC 23), mind fog (DC 23)
4th (5/day)—akashic communion, freedom of movement, hold monster (DC 22), mass charm person (DC 22)
3rd (6/day)—charm monster (DC 21), detect desires (DC 20), glibness, inveigle person (DC 21), smug narcissism (DC 21)
2nd (7/day)—anticipate thoughts (DC 19), false life, inflict pain(DC 20), mirror image, reckless infatuation (DC 20), suggestion (DC 20)
1st (7/day)—comprehend languages, expeditious retreat, ill omen, psychic reading, telempathic projection (DC 19), unseen servant0th—dancing lights, detect magic, light, message, prestidigitation, unwitting ally (DC 18)
Spell-Like Abilities CL 16th, concentration +25 (+27 casting defensively)
Constant—see invisibility
At will—darkness, greater teleport (self plus 50 lbs only)
3/day—hold person (DC 20), vampiric touch
1/day—summon (1 yaenit, 50%, 3rd level)
Statistics
Str 18, Dex 16, Con 20, Int 14, Wis 16, Cha 24
Base Atk +18; CMB +22; CMD 36
Feats Bleeding Critical, Combat Casting, Critical Focus, Dodge, Great Fortitude, Improved Critical (scimitar), Improved Initiative, Intense Pain, Intimidating Glance, Persuasive, Spell Focus (enchantment)
Skills Acrobatics +14 (+18 jumping), Bluff +30, Climb +23, Diplomacy +30, Disguise +20, Intimidate +30, Knowledge (arcana, dungeoneering, history, local, nobility, planes, religion) +15, Perception +18, Sense Motive +18, Spellcraft +15, Stealth +14, Use Magic Device +23
SQ change shape (baboon, beast shape I),consummate liar, glib lie (DC 29), mental potency +2, touch treatment (10/day)
Languages Abyssal, Celestial, Common, Draconic, Gnoll, Undercommon, telepathy 100 ft.
Ecology
Environment any land or underground (Abyss)
Organization unique
Gear headband of charisma +4, bloodletting scimitar (as kukri), necklace of fireballs type V, +1 mithral chainmail, circlet of persuasion, tunic of careful casting, potion of cure moderate wounds (x2), potion of lesser restoration, mirror worth 100 gp (for akashic communion), 192 gp
Special Abilities
Hallucinatory Aura (Su) Any creature coming within 20 feet of Gusion must succeed at a DC 21 Will save or succumb to the demon’s foul, mind-warping magic. A creature affected by a yaenit’s hallucinatory aura takes a –2 penalty on Will saves, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks for as long as it remains within the aura’s range and for 1d4–1 rounds after leaving the area of effect. This is a mind-affecting effect. Whether or not the save is successful, an affected creature is immune to Gusion’s hallucinatory aura for 24 hours. The save DC is Charisma-based.
Variant Yaenit Gusion does not have the break bones ability of a typical yaenit. Instead, he gains a climb speed of 30 feet and the change shape SQ, being able to transform into a baboon.