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DulacCreature 9


UniqueNMediumCaligniHumanoid
Source Pathfinder #165: Eyes of Empty Death
Perception +18 (greater darkvision)
Languages Caligni, Undercommon
Skills Acrobatics +18, Athletics +19, Intimidation +18, Occultism +16, Religion +18, Stealth +18
Str +4, Dex +3, Con +0, Int +1, Wis +3, Cha +5

AC 28; Fort +15; Reflex +18; Will +20;
HP 155 (death shadows)
Speed 25 feet

War Flail One Action +21 (+16, +11) to hit (disarm, sweep, trip) 2d10+8 Bludgeoning

Greater Darkvision

A creature with greater 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 creature 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

Dulac can cast her at-will spells any number of times without using up spell slots.

Death Shadows (cold, darkness)

When Dulac dies, her body is destroyed in a burst of chilling shadows. All creatures in a 20-foot burst take 8d8 cold damage (DC 28 basic reflex save).

Dulac's gear and treasure are unaffected by the shadows and are left in a pile where she died.

Opportune Step Reaction

Trigger A Dazzled or Blinded creature, or a creature with Light Blindness, ends its move adjacent to Dulac


Effect Dulac Steps.

Warding Shove Reaction

Trigger An ally within Dulac's reach is targeted with a ranged or melee attack by an attacker she can see


Effect The ally gains a +2 circumstance bonus to AC against the triggering attack, and the ally can Step after the attack.

Sneak Attack

Dulac deals an extra 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


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

Cantrips (5th Level): Daze, Detect Magic, Shield, Telekinetic Projectile
2nd Level: Darkness, Darkness (At Will), Ghoulish Cravings, Obscuring Mist (At Will)
3rd Level: Haste, Paralyze, Vampiric Touch
4th Level: Read Omens, Suggestion



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.

Humanoid

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