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GaluduCreature 11


UniqueCNMediumCaligniHumanoid
Source Pathfinder #165: Eyes of Empty Death
Perception +18 (greater darkvision)
Languages Caligni, Common, Undercommon
Skills Acrobatics +20, Arcana +18, Deception +22, Diplomacy +20, Stealth +20
Str +2, Dex +5, Con +0, Int +1, Wis +3, Cha +5

AC 30; Fort +18; Reflex +21; Will +22;
HP 195 (death motes)
Speed 25 feet

Dagger One Action +22 (+18, +14) to hit (agile, finesse, versatile s) 1d4+9 Piercing
Dagger One Action +22 (+18, +14) to hit (agile, thrown 10, versatile s) 1d4+9 Piercing

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.

Death Motes (force, light)

When Galudu dies, her body explodes into brilliant motes of magical energy. All creatures in a 20-foot burst take 12d6 force damage (DC 30 basic reflex save). Galudu's gear is unaffected by the explosion and is 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 Galudu


Effect Galudu Steps.

Sneak Attack

Galudu deals an additional 3d6 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.

Survivor's Nourishment (healing)

A creature that eats food conjured by Galudu's create food spell regains 4d4 Hit Points. A creature can only benefit from this healing once per week.


Arcane Prepared Spells (DC 30, +22 to hit)

Cantrips (6th Level): Acid Splash, Daze, Message, Ray of Frost, Shield
1st Level: Alarm, Create Water (3x)
2nd Level: Create Food (3x), Hideous Laughter, Invisibility, Telekinetic Maneuver
3rd Level: Blindness, Glyph of Warding, Lightning Bolt (2x)
4th Level: Globe of Invulnerability, Veil
5th Level: Banishment, Cloudkill, Cone of Cold (2x)
6th Level: Dominate, Mislead, Repulsion

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

Cantrips (6th Level): Detect Magic
2nd Level: Darkness (At Will), Obscuring Mist (At Will)
4th Level: Darkness



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.