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