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Dyzallin ShraenCreature 19


UniqueNEMediumMummyUndead
Source Pathfinder #155: Lord of the Black Sands
Perception +32 (darkvision)
Languages Abyssal, Common, Elven, Necril, Undercommon
Skills Acrobatics +31, Arcana +33, Deception +38, Diplomacy +34, Intimidation +36, Occultism +35, Religion +28, Lore +31, Society +33, Stealth +31
Str +2, Dex +6, Con +4, Int +6, Wis +3, Cha +9

AC 42; Fort +30; Reflex +32; Will +33; +1 status to all saves vs. magic, +1 status to all saves vs. positive effects, +2 status to all saves vs. mental effects
HP 380 (negative healing)
Speed 25 feet
Immunities paralyzed, unconscious, poison, death effects, disease, sleep
Weaknesses Fire 15
Resistances Electricity 20

Fist One Action +34 (+30, +26) to hit (agile, finesse) 4d10+12 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.

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. MagicNegative 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.

+1 Status to All Saves vs. Positive Effects+2 Status to All Saves vs. Mental EffectsAttack of Opportunity Reaction

Dyzallin can use Attack of Opportunity when a creature within his reach uses a concentrate action, in addition to the usual trigger. He can disrupt triggering concentrate actions, and he disrupts actions with a successful attack roll, not just a critical success.


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.

Mirror Rejuventation (divine, necromancy)

When Dyzallin is destroyed, necromantic energies rebuild his body inside the mirror in his laboratory over the next 1d10 days.

His re-forming body is visible in the mirror, but the mirror can't be destroyed while he is re-forming unless a Consecrate ritual is first cast upon it. Once Dyzallin's rejuvenation is complete, he steps out of the mirror.

Utter Despair (mental, aura, divine, emotion, enchantment, fear, incapacitation)

30 feet Aura


Living creatures are Frightened 2 while in Dyzallin's utter despair aura. They can't naturally recover from this fear while in the area but lose the frightened condition immediately upon leaving the area.

When a creature first enters the aura, it must succeed at a DC 39 will save (after taking the penalty from being frightened) or be Paralyzed for 1d4 rounds.

The creature is then temporarily immune to the paralysis caused by the utter despair aura for 24 hours.

Channel Rot (divine, necromancy)

Dyzallin can deliver insidious mummy rot through any weapons he wields.

Familiar

Dyzallin has an undead raven named Grimbeak as a familiar. Grimbeak can fly, has Negative Healing, shares all of Dyzallin's immunities, and grants him an additional 7th-level spell slot (already incorporated into the stat block).

Insidious Mummy Rot (curse, disease, divine, necromancy)

This disease and damage from it can't be healed until the curse is removed.

A creature killed by this curse turns to sand and can't be resurrected except by a 9th-level Resurrect ritual or similar magic


Saving Throw DC 39 fortitude

Stage 1 carrier with no ill effect (1 minute)

Stage 2 15d6 negative damage and Stupefied 2 (1 day)


Occult Spontaneous Spells (DC 41, +33 to hit)

Cantrips (10th Level): Detect Magic, Ghost Sound, Mage Hand, Read Aura, Sigil
1st Level (4 slots): Charm, Floating Disk, Illusory Object, Item Facade, Magic Missile
2nd Level (4 slots): Augury, Blur, Dispel Magic (3x), Hideous Laughter, Invisibility
3rd Level (4 slots): Blindness, Clairaudience, Nondetection, Paralyze
4th Level (4 slots): Clairvoyance, Fly, Read Omens, Suggestion
5th Level (4 slots): Hallucination, Shadow Blast, Synaptic Pulse
6th Level (4 slots): Feeblemind, Mislead, Phantasmal Calamity, Repulsion, True Seeing
7th Level (5 slots): Duplicate Foe, Visions of Danger, Warp Mind
8th Level (4 slots): Scintillating Pattern, Uncontrollable Dance
9th Level (4 slots): Foresight, Overwhelming Presence, Telepathic Demand
10th Level (1 slots): Time Stop

Divine Innate Spells (DC 41, +33 to hit)

Cantrips (10th Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)
8th Level: Moment of Renewal

Occult Rituals

6th Level: Commune, Terminate Bloodline
7th Level: Legend Lore


When House Shraen was exiled from Zirnakaynin for vile religious practices deemed unsavory even by other drow, Dyzallin Shraen sought a new home with the rest of his clan. Many drow perished along the way, including several of Dyzallin's relatives and rivals. Because the survival of the house was at stake and House Shraen didn't balk at the idea of raising their fallen as undead, many of his rivals returned-often more powerful than before. By the time the exiled drow house discovered the ancient xulgath city that would bear their name, the living among them had become an underprivileged minority.

While Dyzallin was one of the few who had survived the deadly exodus, in the end, he too chose undeath, deeming life detrimental to his quest for power. Leveraging all his connections within his faction, the Sunscar Oath, Dyzallin acquired a set of scrolls detailing a secret method of attaining immortality through mummification atop a specially prepared mirror.

More powerful than ever before, the newly undead Dyzallin swiftly accumulated wealth and influence, rivaling even Zyra and Nyrinda Shraen, the city's leaders. He isn't yet ready to challenge the status quo in Shraen, but he believes his time is near at hand.

Dyzallin has recently focused his attention on the magic orb he learned about in Xul-Khundur. He initially thought the orb was designed to control cave worms; this power alone he might have leveraged into a plot to surprise and eliminate his rivals. But he learned the orb's true purpose, and believes that its life-giving energies might allow him to utterly destroy the undead kin who stand in his way. He has acquired the orb's resonant reflection, and as a curious side effect, his rotten skin is beginning to heal, and he feels more energetic than he has in millennia. Convinced of the orb's power, Dyzallin believes it is only a matter of time before he unlocks its magic and gains control of Shraen.


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.