pathfinder-2-sqlite-MIRROR/data/monsters/Deculi.yaml

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ability_mods:
cha_mod: 5
con_mod: 4
dex_mod: 7
int_mod: -3
str_mod: 5
wis_mod: 1
ac: 33
ac_special: null
automatic_abilities:
- description: A deculi can detect infrared radiation as a precise sense.
name: ' Infrared Vision'
traits: null
description: These batlike monstrosities inhabit the nooks and crevices of the Darklands,
where they hang from stalactites and swoop down on unsuspecting prey. Though they
are completely sightless, deculis possess rudimentary nerves in their skulls that
allow them to detect the presence of infrared light—information they use to locate
potential food and threats. They are deadly hunters, thanks largely to their magical
ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon the
warm blood of freshly killed prey, but they can subsist on carrion if they have
to.
divine_spells: null
hp: 215
immunities:
- visual
innate_spells: []
items: null
languages:
- Undercommon
level: 12
melee:
- action_cost: One Action
damage:
formula: 3d12+11
type: piercing
name: fangs
to_hit: 24
traits: null
- action_cost: One Action
damage:
formula: 3d8+11
type: bludgeoning
name: wing
to_hit: 26
traits:
- agile
- finesse
name: Deculi
perception: 23
proactive_abilities:
- action_cost: Two Actions
description: '**Frequency** once per day; **Effect** The deculi creates an extradimensional
space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters
it. To non-deculis, the extradimensional space looks like an ordinary area of
darkness (though effects such as *true seeing* can see through this illusion).
The deculi''s infrared vision functions normally between this extradimensional
space and the area outside its confines, allowing the deculi to sense what is
going on around it, and its innate *darkness* spell also extends to the area around
the shadow sanctuary. Attacks cannot be made into or from the extradimensional
space. The deculi can Dismiss this effect to emerge from its shadow sanctuary,
but the space it emerges into must be in darkness and must be unobstructed. If
the area is obstructed, the deculi is shunted to the nearest available space and
takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying the shadow
sanctuary becomes illuminated by magical light, the extradimensional space can
no longer be accessed and the deculi is trapped within until the area is once
again in darkness. The deculi can try to extinguish a magical light effect obscuring
its sanctuary once per day by attempting to counteract the light effect with its
*darkness* innate spell. If a deculi dies (including from hunger, thirst, or asphyxiation)
while within the extradimensional space, the shadow sanctuary immediately ends
and the deculi''s corpse is expelled. If the area is illuminated, the corpse is
not expelled until the sanctuary entrance is in darkness once again.'
name: Create Shadow Sanctuary
traits:
- conjuration
- darkness
- extradimensional
- occult
- action_cost: Two Actions
description: The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or Flies
up to its Speed, then makes a fangs Strike that deals an additional 4d6 precision
damage.
name: Shadow Strike
traits: null
- description: When the deculi is Hiding in darkness and Sneaks, it can move up to
its full Speed instead of half its Speed.
name: Walk in Shadow
traits: null
ranged: null
resistances: null
saves:
fort: 21
ref: 26
will: 18
saves_special:
fort: null
ref: null
will: null
senses:
- infrared vision 60 feet
- no vision
skills:
Acrobatics: 24
Athletics: 24
Stealth: 26
skills_special: null
speed:
- amount: 30
type: Land
- amount: 50
type: Fly
- amount: 30
type: Climb
- amount: null
type: Walk in Shadow
spell_attack_to_hit: null
spell_dc: null
traits:
- NE
- Large
- Beast
type: Creature