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NightgauntCreature 4


UncommonCNMediumAberrationDream
Source Pathfinder Bestiary 3
Perception +10 (darkvision, thoughtsense (precise) 60 feet)
Languages Aklo, (can't Speak Any Language)
Skills Acrobatics +11, Athletics +13, Stealth +11
Str +5, Dex +3, Con +2, Int -2, Wis +2, Cha +0

AC 21 all-around vision; Fort +10; Reflex +13; Will +10;
HP 60
Speed 25 feet (fly 30 feet)
Resistances Cold 5

Claw One Action +13 (+9, +5) to hit (agile) 2d6+7 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.

Thoughtsense (Precise) 60 feet (divination, mental, occult)

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Attack of Opportunity Reaction

Tail Only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Faceless

The nightgaunt has no face, but it can still see in all directions as if its entire body were an eye. It has no need to breathe, and it is immune to all inhaled toxins and other olfactory effects.

Clutches

A nightgaunt can Fly at full Speed while it has a Medium or smaller creature Grabbed or Restrained in its claws, carrying that creature along with it.

Tickle

The nightgaunt can use its tail to tickle a foe with horrible efficiency. A creature hit by its tail Strike must attempt a DC 21 fortitude save; if the creature is Grabbed by the nightgaunt, it uses the outcome one degree of success worse than the result it rolled.


Critical Success The creature is unaffected and is temporarily immune for 1 minute.

Success The creature is overcome with laughter and can't perform reactions for 1 round.

Failure As success, and the creature is Sickened 1.

Critical Failure As success, and the creature is Sickened 2 and can't speak for 1 round.

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.


Nightgaunts dwell in dreams, lurking in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal's emotions before abandoning them-often in places they might never wake from.

A nightgaunt appears as a bony humanoid with inky black skin, batlike wings, a long sinuous tail, and demonic horns atop a skull that lacks any face or features. Most nightgaunts have little interest in anything other than sating their hunger for emotions. They find the art of inducing nightmares to be a surefire way to feast, but they're even more adept at tormenting their victims to awful extremes through tickling while carrying them at precarious heights.

Nightgaunts often gather in vast colonies in the Dreamlands, where they entertain each other by sharing emotion-memories of their meals through strange caresses. These colonies pose great danger to any adventurer foolish enough to approach.

When conjured forth into other worlds, they serve only grudgingly, often working as hard to find a way to escape servitude and feed on their conjurer's emotions as they do on the task they've been compelled to perform.


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.