All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules

Herald, Basileus

This comely man is clad in fine silken robes. His eyes smolder with infernal flames.

Basileus CR 15

Source Inner Sea Gods pg. 278, Pathfinder #29: Mother of Flies pg. 78
XP 51,200
LE Medium outsider (devil, evil, extraplanar, herald, lawful)
Init +10; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +23


AC 28, touch 16, flat-footed 22 (+6 Dex, +12 natural)
hp 200 (16d10+112)
Fort +12, Ref +18, Will +16
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 26


Speed 30 ft., fly 60 ft. (perfect)
Melee touch +19 (1d8+8) or 5 slams +24 (1d8+8 plus grab)
Space 5 ft., Reach 5 ft. (15 ft. with slam)
Special Attacks terror, terror shape
Spell-Like Abilities (CL 16th; concentration +23)
At will—cloudkill (DC 22), false vision, greater teleport (self plus 50 lbs. of objects only), mirage arcana (DC 22), persistent image (DC 22), scorching ray
3/day—crushing despair (DC 21), dimensional anchor (DC 21), ethereal jaunt, greater dispel magic, greater invisibility, legend lore, nightmare (DC 22), phantasmal killer (DC 21), true seeing
1/day—geas/quest, grant 1 wish (to mortals only), summon (level 5, 2 bone devils 75%)


Str 26, Dex 22, Con 25, Int 26, Wis 19, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 40
Feats Blind-Fight, Combat Reflexes, Deceitful, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Persuasive
Skills Acrobatics +22, Bluff +30, Diplomacy +38, Disguise +30, Fly +14, Intimidate +38, Knowledge (arcana) +24, Knowledge (history, nobility) +16, Knowledge (planes) +27, Perception +23, Perform (oratory) +23, Sense Motive +23, Sleight of Hand +22, Spellcraft +27, Stealth +25; Racial Modifiers +8 Diplomacy, +8 Intimidate
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Elven, Giant, Infernal, Undercommon; tongues, telepathy 100 ft.
SQ veil of forms


Environment any (Hell)
Organization solitary
Treasure double

Special Abilities

Gaze (Su) Death (if 6 HD or less) or 6d6 damage and panicked for 2d4 rounds (7 HD or more), range 30 feet, Will DC 25 negates the death or panicked effect. This gaze is a mind-affecting fear effect that causes its targets to perceive Basileus as the most terrifying thing that it can imagine. The save DC is Charisma-based.

Terror Shape (Su) While using his gaze ability, Basileus manifests one to five monstrous limbs that can make slam attacks.

Veil of Forms (Su) All creatures see Basileus as a powerful and attractive member of their own race. While using this ability, Basileus’s gaze ability is suppressed. He can activate or suppress this ability as a free action.


An infernal paradox at once wondrous and terrifying, tempting and blasphemous, Basileus serves as the herald of Asmodeus and the harbinger of Hell’s will. Few who have met him survive the experience unchanged, for he is the very word of Hell.

Creatures in "Herald" Category

End's Voice15
Great Elder Iuu15
Hand of the Inheritor15
Latten Mechanism15
Mother’s Maw15
Mother's Maw15
Night Monarch15
Personification of Fury15
Steward of the Skein15
Sunlord Thalachos15
The First Blade15
The Grand Defender15
The Grim White Stag15
The Menotherian15
The Old Man15
The Prince in Chains15
The Spirit of Adoration15
The Stabbing Beast15


Source Inner Sea Gods pg. 274
Heralds are a special class of unique, godly servants. With few exceptions, each of Golarion’s deities has its own herald, a favored minion that serves as a messenger and emissary throughout the planes. Creatures of myth, the heralds’ interventions on the Material Plane mark lives and are events of legend.

Heralds are unique outsiders of approximately CR 15 with 18 or fewer Hit Dice, making them available for summons via greater planar ally. Only a deity’s worshipers can summon its herald; thus, even the most powerful worshiper of Sarenrae can never summon the herald of Iomedae. In addition, only divine spellcasters can summon heralds, preventing arcane casters and spells like planar binding from effectively calling upon such beings. Even if a character proves powerful enough to call out to a herald, a deity has the final say in whether or not its emissary answers a worshiper’s summons, granting its herald’s service only to followers in the most extreme need or whose acts directly further its will.

Herald Subtype: Heralds are unique representatives of their respective gods and sometimes have a specific outsider subtype such as “devil” or “psychopomp” that grants it additional abilities. A herald has the following traits.
  • Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.
  • Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.