Baobhan SithCreature 6
Source Pathfinder Bestiary 2
Perception +12 (low-light vision)
Languages Aklo, Common, Sylvan
Skills Acrobatics +15, Deception +15, Nature +12, Performance +15, Stealth +15
Str +3, Dex +5, Con +2, Int +2, Wis +2, Cha +5
AC 24; Fort +12; Reflex +17; Will +14;
HP 105
Speed 25 feet
Weaknesses Coldiron 5
Claw +17 (+13, +9) to hit (agile, finesse) 2d6+6 Slashing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Captivating Dance (enchantment, incapacitation, mental, primal, visual)The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 25 will save.
Critical Success The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours.
Success The creature is Slowed 1 for 1 round and is temporarily immune to Captivating Dance for 24 hours.
Failure The creature is Fascinated, and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is Slowed 1 until the end of its next turn.
Critical Failure As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is Paralyzed until the end of its next turn.
Change Shape (concentrate, polymorph, primal, transmutation)The baobhan sith can transform into a large raven, with the effects from the bird option in the Aerial Form spell.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Drink BloodRequirements A bleeding creature is within the baobhan sith's reach
Effect The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an Athletics check against the victim's Fortitude DC. On a success, the victim becomes Drained 1 and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points.
Drinking Blood from a victim that's already drained doesn't restore any Hit Points to the baobhan sith but increases the victim's drained value by 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 medicine check, and sufficient blood or a blood donor, reduces the drained value by 1.
Primal Innate Spells (DC 24, +14 to hit)
3rd Level: Mind Reading (At will)
Undeath is rare in the fey realm of the First World, for that plane's infusion with the raw power of life makes undead uncomfortable at best. Yet a few fey have adopted the vile practices and habits of notorious undead while still being living themselves, as seen in the blood-drinking habits of the murderous baobhan sith.
A baobhan sith avoids confrontations when outnumbered, and although territorial, they won't reveal their true nature to larger groups. They prefer to drink blood from victims they find attractive, and they avoid drinking blood from animals and beasts entirely, as they consider such activities to be uncultured.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FeyCreatures of the First World are called the fey.