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Facetbound CascaderCreature 16


RareNEMediumUndead
Source Pathfinder #185: A Taste of Ashes
Perception +28 (darkvision)
Languages Abyssal, Common, Draconic, Necril
Skills Acrobatics +28, Arcana +31, Intimidation +27, Occultism +29, Religion +28, Stealth +28
Str +2, Dex +6, Con +5, Int +9, Wis +6, Cha +5

AC 38; Fort +25; Reflex +26; Will +28; +2 status to all saves vs. magic
HP 280 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Staff One Action +30 (+25, +20) to hit (two hand d8) 1d4+9 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.

Implanted Stone

A cascader's aeon stone can't be Disarmed or removed until the cascader is destroyed.

+2 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.

Energy Ward Reaction

Trigger The facetbound cascader would take acid, cold, electricity, fire, or poison damage


Effect The cascader gains resistance 15 to the triggering damage, replacing any other resistance gained from this ability. Most facetbound cascaders begin combat with resistance 15 to cold.

Effect: Energy Ward

Energy Charge (abjuration, arcane)

The cascader's melee Strikes deal an additional 4d10 damage of the type resisted by its Energy Ward.

Energy Shift Free Action (arcane, evocation, metamagic)

The cascader can alter its spell damage. If the next action it uses is to Cast a Spell that deals acid, cold, electricity, fire, or poison damage, the cascader can change the damage type to match its Energy Ward instead of the spell's normal damage type (replacing the spell's corresponding trait).


Arcane Spontaneous Spells (DC 38, +30 to hit)

Cantrips (8th Level): Detect Magic, Electric Arc, Produce Flame, Ray of Frost, Shield
1st Level (3 slots): Color Spray, Gust of Wind, Magic Missile, True Strike
2nd Level (3 slots): Acid Arrow, Blur, Continual Flame, See Invisibility
3rd Level (3 slots): Earthbind, Fireball, Stinking Cloud, Wall of Wind
4th Level (3 slots): Fly, Resilient Sphere
5th Level (3 slots): Cloudkill, Cone of Cold
6th Level (3 slots): Chain Lightning, Disintegrate, Spellwrack
7th Level (3 slots): Power Word Blind, Prismatic Spray
8th Level (3 slots): Horrid Wilting, Polar Ray, Power Word Stun


Facetbound cascaders must have been arcane spellcasters in life; in undeath, they draw upon the power of embedded orange prism aeon stones to defend themselves from magical damage and redirect that energy toward their opponents. Despite their incredible intelligence, facetbound cascaders have few memories of their former lives and typically serve the whims of their creator.


Inspired by the work of the Azlanti and their obsessions with aeon stones, certain necromancers strive to tap into those curious magical items to create undead with powerful abilities. A facetbound is created from a living being with an aeon stone surgically attached to their skull who is killed in a specific, secret ritual. Each facetbound must bear a single aeon stone, and this stone determines the powers the facetbound wields (in place of the normal powers of the implanted stone)


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.