Trinity Magistrate CR 9

This large floating mask consists of 3 small heads set upside down to the larger head below them. Carved from some black metal, a stench of sulphur surrounds it, while the large holes in the mask serves as its eyes.

XP 6,400
NE Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +15


HP 114 (12d10+48)
AC 23, touch 13, flat-footed 19 (+1 dodge, +3 Dex, +10 natural, -1 size)
Fort +7; Ref +11; Will +8
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 20


Speed fly 30 ft. (average)
Melee bash +13/+8 (1d8+4)
Ranged trinity blast +12 ranged touch (see below)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)

1/daybestow curse (DC 17), mind thrust III (DC 17)
3/dayflaming sphere (DC 16), mind thrust II (DC 16)
At willcause fear (DC 15), mind thrust I (DC 15)


Str 18; Dex 15; Con 18; Int 21; Wis 10; Cha 19
Base Atk +9; CMB +14; CMD 27
Feats Dodge, Flyby Attack, Hover, Improved Critical (trinity blast), Improved Initiative, Improved Natural Attack (bash)
Skills Bluff +19, Diplomacy +19, Fly +15, Heal +12, Intimidate +16, Knowledge (religion) +18, Knowledge (the planes) +21, Perception +15, Sense Motive +15, Stealth +18
Languages Abyssal, Common, Daemonic, Elven, Infernal, Necril, +1 of GM’s choice; telepathy 100 ft.
SQ unallied


Trinity Blast (Sp)

As a standard action the trinity magistrate can unleash a trinity blast. This attack hits up to 3 creatures within 30 feet (rolling separately for each attack to hit), and causes 2d6+12 points of fire damage. Creatures hit must succeed on a DC 18 Will save or be dazed for 1 round. If the attack is a critical hit, the creature hit suffers double damage, and is automatically dazed for 1 round, with no saving throw. The save DC is Charisma-based.

Unallied (Ex)

Unlike other daemons, the trinity magistrates are not able to summon creatures and other daemons do not consider them to be “proper” daemons.


Environment any
Organization solitary

Trinity magistrates are actually 3 creatures that have combined and evolved into what they believed to be a higher existence. Originally this creature would have been 2 cultists and a dark priest dedicated to the mysteries of one of the nether gods. Giving up their mortal coil to achieve a closer relationship with their god, they were both elated and disappointed when the god decided that instead of joining him in a blissful afterlife, they should instead remain in the mortal realms and assist in bringing about the end of all things. As such, these creatures have long ago become part of the daemonic orders, though the daemons themselves consider them to be upstart mortals, who assist the end of the world in arriving sooner, but on the day, they will merely be the last of the mortal filth to be destroyed. The trinity magistrates themselves are aware of this attitude on behalf of the other daemons, but they hope that by assisting the apocalypse, they’ll prove their worth to the rest of daemon-kind.

About Kim Frandsen

Kim is a freelance writer for various companies (including Publishing, Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Purple Duck Games, Rusted Iron Games and Zenith Games) as well as an editor of the Pathfinder and D&D 5th Edition product lines for Publishing. Hopes to one day rule the world!

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