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Corrupted NosoiCreature 2


RareNETinyMonitorPsychopomp
Source Pathfinder Adventure: Malevolence
Perception +8 (darkvision, lifesense 60 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +8, Stealth +8
Str -1, Dex +3, Con +1, Int +1, Wis +2, Cha +3

AC 18; Fort +6; Reflex +10; Will +8;
HP 28 (negative healing)
Speed 15 feet (fly 40 feet)
Immunities death effects, disease
Weaknesses Slashing 3
Resistances Negative 3

Beak One Action +8 (+3, -2) to hit (finesse, magical) 1d4+1 Piercing

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.

Lifesense 60 feet (divination, divine)

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Corrupted Touch

A corrupted nosoi's Strikes deal 1d6 negative damage to living creatures. A creature critically hit by a corrupted nosoi's Strike must attempt a DC 18 fortitude save or become Drained 1 (Drained 2 on a critical failure) as rot spreads through their flesh.

Haunting Melody One Action (auditory, concentrate, divine, enchantment, incapacitation, mental)

The nosoi croons "the Lord slumbers below, you're nothing but his dreams, and when the lord awakes, you'll know the end of things!". Each living or undead creature within a 60-foot emanation must attempt a DC 18 will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.


Failure The creature is Fascinated.

Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a Fascinated creature is adjacent to the nosoi, it stays still and doesn't act. If the creature is attacked, the fascination ends.



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.