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JafakiCreature 8


UniqueCELargeAberrationSeugathi
Source Pathfinder #164: Hands of the Devil
Perception +18 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Common, Undercommon, Telepathy 100 Feet
Skills Acrobatics +18, Crafting +18, Diplomacy +15, Intimidation +17, Medicine +16, Nature +16, Occultism +18, Stealth +18
Str +3, Dex +6, Con +4, Int +4, Wis +4, Cha +3

AC 26; Fort +14; Reflex +18; Will +16; +1 status to all saves vs. magic
HP 100
Speed 25 feet
Immunities mental, poison
Resistances Bludgeoning 10

Bite One Action +18 (+14, +10) to hit (agile, finesse) 2d6+5 Piercing
Rapier One Action +19 (+14, +9) to hit (deadly d8, disarm, finesse, reach 10) 2d6+5 Piercing
Acid Flask One Action +19 (+14, +9) to hit (bomb, range increment 20, splash) 5 Acid
Bottled Lightning One Action +19 (+14, +9) to hit (bomb, range increment 20, splash) 2d6+2 Electricity

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.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Infused Items

Jafaki carries these infused items: 2 Moderate Acid Flasks, 2 Moderate Bottled Lightnings, 2 Moderate Cognitive Mutagens, 2 Lesser Elixirs of Life, 2 Moderate Mistform Elixirs, and 2 doses of Wyvern Poison (one of which they have already applied to their rapier). These items last for 24 hours, or until the next time Jafaki makes their daily preparations.

+1 Status to All Saves vs. MagicCommand Confusion Reaction

Trigger A creature fails its save against Jafaki's mindfog aura


Effect Jafaki determines who the Confused creature attacks for that round, instead of the target being randomly determined by the GM.

If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 21 will save; on a success, its target is determined randomly as normal, and on a critical success the target is no longer confused.

Mindfog Aura One Action (enchantment, mental)

20 feet Aura


A creature that starts its turn in the aura must succeed at a DC 23 will save or become Confused for 1 round; on a success, that creature is temporarily immune for 1 minute.

Jafaki can suppress or activate this aura as a with the concentrate trait.

Envenom Weapon One Action (manipulate)

Jafaki applies their innate seugathi venom to one weapon they wield.

Magic Item Mastery

Jafaki can Cast a Spell from magic items even if the spell isn't on their spell list. All such spells are occult spells and use Jafaki's innate spell DC and attack modifier.

Quick Consumption One Action (flourish)

Jafaki Interacts to draw an elixir or mutagen, then drinks it.

Seugathi Venom (poison)

Saving Throw DC 24 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Stupefied 1 (1 round)

Stage 2 2d6 poison damage and Deafened and Stupefied 2 (1 round)


Occult Innate Spells (DC 26, +18 to hit)

Cantrips (4th Level): Daze, Detect Magic, Mage Hand, Telekinetic Projectile
3rd Level: Hypercognition, Levitate, Mind Reading
4th Level: Confusion, Phantasmal Killer



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.