DIV, DRUJ NASU
DIV, DRUJ NASU
A sickly smell of feral musk, rotting flesh, and acrid sweat
surrounds this fly-like creature. Its wings fill the air with a
dreadful drone even when the creature is still.
DRUJ NASU CR 8
XP 4,800
NE Medium outsider (div, evil, extraplanar)
Init +10; Senses darkvision 60 ft., see in darkness, detect
good, detect magic; Perception +21
DEFENSE
AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
hp 105 (10d10+50)
Fort +8, Ref +13, Will +11
DR 10/cold iron and good; Immune fire, poison; Resist
acid 10, electricity 10; SR 19
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee bite +16 (1d6+4 plus disease), 2 claws +16 (1d4+4
plus distraction)
Special Attacks disease, distraction (DC 20), droning
Spell-Like Abilities (CL 10th; concentration +16)
Constant—detect good, detect magic
At will—invisibility (self only), putrefy food and drink APG ,
see invisibility, summon swarm
3/day—bestow curse (DC 20), command undead (DC 18),
enervation
1/day—animate dead, insect plague, summon (level 6,
1 pairaka [Pathfinder RPG Bestiary 3 88] or 1d6 fiendish
giant flies [Pathfinder RPG Bestiary 2 292, 124] 50%)
STATISTICS
Str 18, Dex 23, Con 20, Int 12, Wis 19, Cha 23
Base Atk +10; CMB +14; CMD 30
Feats Alertness, Flyby Attack, Hover, Improved Initiative,
Weapon Finesse
Skills Acrobatics +19, Bluff +19, Fly +22, Knowledge
(arcana) +9, Knowledge (dungeoneering) +9, Knowledge
(planes) +9, Knowledge (religion) +9, Perception +21,
Sense Motive +14, Stealth +19
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ swarmwalking, untouched by flame
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Disease (Su) Bite or claw—injury; save Fortitude DC 20; onset
1 hour; frequency 1 day; effect 1d3 Constitution damage
plus sickened and shaken; cure 2 consecutive saves.
Droning (Su) As a standard action, a druj nasu can beat
its wings in such a way that the sound they make
resembles the droning of millions of buzzing flies. This
sonic effect extends out to a 30-foot radius, though a
creature can still hear the cacophony from a distance
without being affected. Creatures in the area take a
–4 penalty on Perception checks involving hearing, and
all creatures in the area have a 25% chance each round
of being nauseated for 1 round. Any creature subject
to the nauseating effect of this ability can negate the
nausea with a successful DC 20 Fortitude saving throw.
In addition, any creature casting a spell in the area must
succeed at a concentration check (DC = 15 + the level of
the spell being cast) or lose the spell. After initiating this
effect, a druj nasu can maintain the effect each round as
a free action and can dismiss it as a move action.
Swarmwalking (Su) A druj nasu is immune to damage or
distraction effects caused by swarms.
Untouched By Flame (Su) Any undead animated by a druj
nasu or any swarm summoned by this div gains the druj
nasu’s immunity to fire.
Foul corruptors of the dead, druj nasus are divs that
haunt funeral pyres, mausoleums, and burial sites to
steal corpses. They represent the uncleanness of the
body and corrupting forces that can prevent a creature’s
proper passage into the afterlife. Some scholars claim
that in ancient times these creatures’ interference
caused numerous cultures to alter their practices
regarding burial.
When a druj nasu was found near a body that was to
be buried, the body would be considered unclean. An
unclean body couldn’t be buried and the sacred flames of
a funeral pyre would only spread the taint to the winds,
so some ancient people would then carry the corpse up
the side of a cliff or mountain and have the birds and
other animals clean the flesh from the bones before the
deceased could be interred with the necessary rites to
ensure a proper passage into the Great Beyond.
Unlike other corpse thieves, druj nasus don’t take the
bodies of the deceased in order to feast upon the rotting
flesh. The divs do this to spite the survivors and bring
greater grief and sorrow to the family and loved ones of
the dead. After pilfering the bodies, the divs watch from
afar as the grieving family sinks deeper into sadness. They
then animate the stolen remains and, since they have
no innate ability to influence these creations, use their
command undead spell-like ability to send the shambling
corpse back to prey upon its former loved ones. In this
way, druj nasus disrupt polite society and commit one of
the ultimate cultural taboos.
Because druj nasus, like all divs, are a scourge on
humanity’s accomplishments, these foul fiends are a
constant target of good faiths. They are particularly hated
by followers of Pharasma because of their treatment of
corpses and proclivity for animating the remains they
steal. Druj nasus generally ignore Pharasmins, however,
and instead focus on their own mockery of the living.
Because of an unknown, ancient conflict in Kelesh,
druj nasus have a strong hatred for Sarenrae and her
worshipers, going so far as to single them out in combat
and steal away the bodies of the clergy and faithful.
Sarenrae’s devoted find combating these divs frustrating
due to their immunity to fire.
A druj nasu stands roughly 6 feet tall and weighs a
slight 100 pounds.
e CologY
All divs have some manner of esoteric weakness, and
druj nasus have a strange negative reaction to common
dogs. The divs flee from them in flight or ignore all other
creatures and threats in order to kill them. Strangely, this
reaction doesn’t apply to supernatural doglike creatures
like hell hounds or cerberi (Pathfinder RPG Bestiary 3 51),
but they are particularly hateful toward or frightened of
hound archons. Morticians and priests who are aware
of the predations of these divs often keep dogs around
to help ward off the fiends. Though druj nasus have no
weakness against the sun, these divs tend to do their
hunting at night when there are fewer watchful eyes.
In combat, druj nasus use their droning ability
to weaken and incapacitate their enemies, and then
summon swarms of biting insects to wash over them,
often doing so under the protection of invisibility.
Once their foes are subjected to the distracting
nature of the swarms, the div closes
into melee range, taking full
advantage of its swarmwalking
ability. Against enemies that
outnumber them or are more
powerful, the divs make great use
of flyby attacks, often paired with
invisibility, to keep out of reach.
h abitat and S oCietY
Druj nasus make their home in Abaddon, but, like
most divs, they visit the Material Plane whenever
they have the chance so that they can wreck the
accomplishments and creations of humankind.
These divs are most plentiful in Katapesh, Kelesh, Qadira,
and Thuvia, but they can be found anywhere in the world.
Druj nasus favor desert climates, but they don’t spend
much time in the open deserts, choosing instead to stick
to places where people throng and plenty of dead bodies
can be found and corrupted. These divs tend to stick to
the outskirts of larger settlements, typically where the
burial sites are located.
In regions where a druj nasu takes up residence,
undead are a particular problem. These uncontrolled
undead roam the countryside causing strife and danger
to the area’s inhabitants. These cruels divs also haunt
nearby communities. They hide using their invisibility
spell-like ability and spoil people’s stores of
food and communal water wells using
their putrefy food and drink spell-like
ability. For communities with large
stores of food and drink, divs continuously return until
the settlements are on the verge of starvation. Druj
nasus also use this ability to taint holy water fonts found
in temples and shrines. These divs delight in sending
plagues of insects to swarm through fields and towns to
harass those living nearby.
Typically, druj nasus are loners, but they sometimes
work in small groups to achieve a task before
disbanding and going their respective ways. They are
not particularly opposed to working with other divs, but
when they do so they get along the best with pairakas,
with whom they share a desire to spread disease and
personal strife.
On the Material Plane, ghuls (Pathfinder RPG Bestiary 3
125) frequently inhabit the same kinds of spaces that druj
nasus haunt. This leads the two creatures to compete over
the theft of corpses; more often than not, such conflicts
are won by the divs. Since divs can tolerate the burning
rays of the sun better than ghuls, these divs gain a greater
advantage in successfully stealing corpses.