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Lyrt CozurnCreature 15


UniqueNEMediumIncorporealSpiritUndead
Source Pathfinder #154: Siege of the Dinosaurs
Perception +27 (darkvision)
Languages Abyssal, Aklo, Common, Telepathy 100 Feet
Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28
Str -5, Dex +7, Con +0, Int +1, Wis +6, Cha +8

AC 35; Fort +19; Reflex +28; Will +29;
HP 280 (negative healing)
Speed 0 feet (fly 50 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 15

Pain Touch One Action +28 (+24, +20) to hit (agile, evil, finesse, magical) 2d6 Evil + 8d6 Negative

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.

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.

Frightful Presence (aura, divine, emotion, enchantment, fear, mental)

30 feet Aura DC 33 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Inhabit Object One Action (necromancy, occult, possession)

Lyrt possesses an object of size Large or smaller within 20 feet, making it an animated object. This animated object's level can be no higher than Lyrt's level -2. If the target object is being held by a creature, the bearer can attempt a DC 34 will save to prevent the possession.

This possession ends when the object is destroyed or Lyrt leaves it. At this point, Lyrt reappears in the object's square and can't Inhabit an Object again for 1d4 rounds.

Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.

Malevolent Possession Two Actions (incapacitation, mental, necromancy, occult, possession)

Lyrt attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell with an unlimited duration, except since Lyrt doesn't have a physical body, it is unaffected by that restriction.

When Lyrt departs, the target has only confused and incoherent memories of the period during which they were possessed. If a creature dies while possessed by Lyrt and its corpse remains intact, Lyrt can immediately inhabit the corpse (see Inhabit Body) as a reaction, in which case the corpse acts like an animated object.


Occult Innate Spells (DC 35, +31 to hit)

Cantrips (8th Level): Telekinetic Projectile
1st Level: Fear, Fear (At Will)
2nd Level: Telekinetic Maneuver (At Will)
3rd Level: Chilling Darkness
4th Level: Modify Memory
6th Level: Dominate, Feeblemind



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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.