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LovelornCreature 4


UncommonCETinyUndead
Source Pathfinder Bestiary 3
Perception +10 ((+12 to Sense Motive); darkvision, lifesense 30 feet)
Languages Common, (can't Speak Any Language)
Skills Athletics +12, Occultism +8, Stealth +13
Str +4, Dex +5, Con +3, Int -2, Wis +2, Cha +3

AC 21; Fort +9; Reflex +13; Will +12;
HP 60 (negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, mental, paralyzed, poison, unconscious

Fangs One Action +13 (+8, +3) to hit (finesse) 1d6+6 Piercing
Gory Tendril One Action +13 (+9, +5) to hit (agile, finesse) 1d4+6 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.

+2 Perception to Sense MotiveLifesense 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Negative 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.

Gloom Aura (aura, emotion, illusion, mental, occult)

60 feet Aura


A lovelorn's presence instills unease and turns the air cold, dark, and stale. Creatures within the aura take a -1 circumstance penalty to saving throws made to resist emotion effects.

If the lovelorn makes a place home for a week or more, that location can become suffused with this magic even outside the lovelorn's aura, lasting until the lovelorn leaves or is destroyed.

Effect: Gloom Aura

Skitter Away Reaction

Trigger A creature ends its movement in a space adjacent to the lovelorn


Effect The lovelorn Strides or Climbs 10 feet away from the triggering creature. This movement does not trigger reactions.

Cynic's Curse (curse, emotion, enchantment, mental, occult)

A creature hit by a lovelorn's fangs Strike must attempt a DC 19 will save as it grows morose and listless. If the creature would be affected by a Calm Emotions spell, that spell attempts to counteract this curse instead of having its normal effect.


Critical Success The target is unaffected.

Success For 1 minute, the target can't benefit from helpful emotion effects, but can still be affected by harmful emotion effects.

Failure As success, plus the target is Fatigued for the same duration.

Critical Failure As failure, but the curse's effects are permanent.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Occult Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Ghost Sound, Mage Hand
1st Level: Fear, Illusory Object (At Will)
2nd Level: Illusory Creature (At Will), Invisibility

Rituals

2nd Level: Create Undead (Doesn't Require Secondary Casters)


A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling beneath. Their twisted forms hint at their ghastly origin, as these undead form from those who die tragic deaths in service to toxic love: star-crossed lovers who die rather than accept a life apart from one another, rejected suitors whose unrequited affections warp into malice, and other victims of tragic relationships both romantic and otherwise. Any of these might spawn a lovelorn in death, their anguish and fixation on their broken heart causing the organ to animate.

A freshly spawned lovelorn often seeks out those it knew in life, stalking and tormenting them or, in some cases, those around them. In undeath, they gain an understanding of emotions and how to manipulate them, cultivating the misery, anger, and cruelty they thrive upon. Typically, these undead long to enact vengeance upon those they feel drove them to their tragic fates, although in rare cases they may instead act as dark guardians, fixating on a particular loved one and "protecting" them by visiting misery upon anyone who slights them.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.