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Blune's Illusory ToadyCreature 16


RareCNMediumIncorporealProtean
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +27 (darkvision)
Languages Common, Protean
Skills Acrobatics +29, Deception +30, Stealth +29
Str -5, Dex +7, Con +5, Int -3, Wis +4, Cha +8

AC 36; Fort +25; Reflex +27; Will +22;
HP 150
Speed 30 feet
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Weaknesses Lawful 15
Resistances All 10

Chaos Hand One Action +35 (+31, +27) to hit (agile, chaotic, finesse, magical) 3d8+12 Chaotic

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Ferocious Devotion (arcane, conjuration)

When an illusory toady is destroyed, it dissolves into a puddle of cerulean quintessence before reforming to quasi-life once more. One round after it is destroyed, the toady starts re-forming. One round after that, the toady is completely healed and begins to fight once more.

If damaged while it is re-forming but before the process is complete, the toady is destroyed but splits into two cerulean puddles that begin re-forming into two identical toadies 1 round later, each with half the maximum HP of the original toady (this is similar to an Ochre Jelly's Split ability); the toadies begin re-forming 1 round later.

The toadies are permanently destroyed only by Disjunction or if Blune falls unconscious.

Amplify Spell Three Actions (arcane, transmutation)

The toady wills itself to become a conduit for Blune's next spell, empowering the spell.

The toady becomes Immobilized until the beginning of its next turn.

If Blune Bandersworth is within 30 feet and Casts a Spell before the toady's next turn, the spell travels through the toady before redirecting toward its intended target.

The spell is heightened by 1 level, to a maximum of 10th level. The toady is then destroyed.


Innate Arcane Spells (DC 36, +28 to hit)

Cantrips (8th Level): Guidance
5th Level: Magic Missile (At Will), Shield Other, Telekinetic Haul
6th Level: Heroism



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.