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Misery SiktemporaCreature 12


RareCELargeSiktemporaTime
Source Pathfinder Bestiary 3
Perception +25 (darkvision)
Languages Aklo, (can't Speak Any Language), Telepathy 300 Feet
Skills Acrobatics +23, Lore +26, Intimidation +23, Occultism +22, Stealth +23
Str +7, Dex +5, Con +4, Int +4, Wis +7, Cha +5

AC 32; Fort +20; Reflex +23; Will +25;
HP 160 (regeneration 40 (deactivated by positive, mental, or orichalcum)
Speed 35 feet
Immunities disease, emotion, poison

Claw One Action +26 (+22, +18) to hit (agile) 3d8+13 Slashing

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.

Telepathy 300 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.

Temporal Sense

A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Regeneration 40 (Deactivated by Positive, Mental, or Orichalcum)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Slash the Suffering

Creatures with the Confused or Stupefied condition are Flat-Footed to the misery siktempora.

Uncanny Pounce Free Action

Trigger The misery siktempora rolls Dimension of Time Lore for initiative


Effect The misery siktempora Strides once and makes a claw Strike, in either order.

Inflict Misery One Action (emotion, enchantment, mental, occult)

Requirements The misery siktempora's last action was a claw Strike that damaged the target


Effect The misery siktempora fills the target's thoughts with abject despair. The target must attempt a DC 32 will save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute.


Success The target is unaffected.

Failure The target is Clumsy 2, Enfeebled 2 and Stupefied 2 for 1 round.

Critical Failure As failure, but for 1 minute.

Telepathic Wail Two Actions (emotion, enchantment, mental, occult)

The misery siktempora assails the mind of one creature within 100 feet with a wail of anguish and torment that deals 8d6 mental damage (DC 32 basic will save).

On a failed save, the target is also Confusedfor the first action of its next turn (or for 1 round on a critical failure).


Occult Innate Spells (DC 29, +21 to hit)

2nd Level: Invisibility
4th Level: Air Walk (Constant), Blink, Dimension Door (At Will)


Creatures born of intense pain and suffering, the armless, six-legged misery siktemporas are some of the most numerous of their kind since misery is as ubiquitous an experience as living. They're also the most proactive of siktemporas, seeking to propagate the misery from which they spawn. They delight in opportunities to travel to the Material Plane, where misery is so woefully prevalent and easily multiplied.


In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.

Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.


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.