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Drow Cavern SeerCreature 9


UniqueCNMediumDrowElfHumanoid
Source Pathfinder #165: Eyes of Empty Death
Perception +18 (darkvision)
Languages Common, Elven, Undercommon
Skills Acrobatics +17, Nature +18, Lore +18, Stealth +19, Survival +18
Str +2, Dex +4, Con +0, Int +1, Wis +3, Cha +4

AC 27; Fort +15; Reflex +19; Will +18; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 110
Speed 30 feet
Immunities sleep

Staff One Action +19 (+14, +9) to hit (two hand d8) 1d4+4 Bludgeoning

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.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

At-Will Spells

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

+1 Status to All Saves vs. Magic+2 Status To All Saves vs. MentalStone Defense Reaction

Trigger An enemy is about to damage the cavern seer with bludgeoning damage or with a spell that has the earth trait


Effect The cavern seer gains resistance 10 against the triggering damage.

Cavern Distortion Two Actions (occult, transmutation)

Frequency once per day

Requirements The cavern seer is underground


Effect Pebbles and dust rise from the stone to impede vision. The cavern seer and their allies within 60 feet become concealed for 1 minute.

This concealment can't be used to Hide or Sneak.

Underground Stride

The cavern seer ignores difficult terrain while underground.


Occult Spontaneous Spells (DC 28, +20 to hit)

Cantrips (5th Level): Chill Touch, Daze, Detect Magic, Know Direction, Shield
1st Level (4 slots): Bless, Command, Grim Tendrils, Mending
2nd Level (4 slots): Augury, False Life, Invisibility, Paranoia
3rd Level (4 slots): Blindness, Heroism, Slow, Wanderer's Guide
4th Level (4 slots): Dimension Door, Globe of Invulnerability, Outcast's Curse, Sound Burst
5th Level (3 slots): Black Tentacles, Ectoplasmic Expulsion, Prying Eye

Divine Innate Spells (DC 28, +18 to hit)

Cantrips (5th Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)

Rituals

1st Level: Commune, Geas



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Elf

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.