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 alignment: NE automatic_abilities: 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. **__Recall Knowledge - Beast__ (__Arcana__, __Nature__)**: DC 30' hp: 215 hp_misc: null immunities: - visual items: null knowledge_checks: dc: 30 skills: - Arcana - Nature languages: - Undercommon - can't speak any language level: 12 melee: - action_cost: One Action damage: formula: 3d12+11 type: piercing name: fangs plus_damage: null to_hit: 24 traits: null - action_cost: One Action damage: formula: 3d8+11 type: bludgeoning name: wing plus_damage: null to_hit: 26 traits: - agile - finesse name: Deculi perception: 23 proactive_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: null 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.' effects: null failure: null frequency: once per day full_description: null generic_description: null name: Create Shadow Sanctuary range: null raw_description: '**Create Shadow Sanctuary** [Two Actions] (__conjuration__, __darkness__, __extradimensional__, __occult__) **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.' requirements: null success: null traits: - conjuration - darkness - extradimensional - occult trigger: null - action_cost: Two Actions critical_failure: null critical_success: null description: null effect: The deculi is in its shadow sanctuary. effects: null failure: null frequency: null full_description: null generic_description: null name: Shadow Strike range: null raw_description: '**Shadow Strike** [Two Actions] **Requirements** The deculi is in its shadow sanctuary. **Effect** 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.' requirements: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Walk in Shadow range: null raw_description: '**Walk in Shadow** When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed.' requirements: null success: null traits: null trigger: null ranged: null rarity: Common resistances: null ritual_lists: null saves: fort: 21 fort_misc: null misc: null ref: 26 ref_misc: null will: 18 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: A deculi can detect infrared radiation as a precise sense. effect: null effects: null failure: null frequency: null full_description: null generic_description: null name: Infrared Vision range: null raw_description: '** Infrared Vision** A deculi can detect infrared radiation as a precise sense.' requirements: null success: null traits: null trigger: null senses: - Perception +23 - infrared vision 60 feet - no vision size: Large skills: - bonus: 24 misc: null name: 'Acrobatics ' - bonus: 24 misc: null name: 'Athletics ' - bonus: 26 misc: null name: 'Stealth ' source: - abbr: 'Pathfinder #148: Fires of the Haunted City' page_start: 78 page_stop: null speed: - amount: 30 type: Land - amount: 30 type: climb - amount: 50 type: fly - amount: null type: walk in shadow spell_lists: - dc: 32 misc: null name: Primal Innate Spells spell_groups: - heightened_level: null level: 6 spells: - frequency: at will name: darkness requirement: null to_hit: null traits: - NE - Large - Beast type: Creature weaknesses: null