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NoxCreature 4


UniqueNMediumCaligniHumanoid
Source Pathfinder #164: Hands of the Devil
Perception +11 (greater darkvision)
Languages Caligni, Common, Undercommon
Skills Acrobatics +11, Deception +10, Performance +12, Society +8, Stealth +11
Str +1, Dex +3, Con +0, Int +0, Wis +3, Cha +4

AC 21; Fort +8; Reflex +13; Will +11;
HP 60 (death flame)
Speed 25 feet

Kukri One Action +14 (+10, +6) to hit (agile, finesse, trip) 1d6+5 Slashing
Hand Crossbow One Action +14 (+9, +4) to hit (range increment 60, reload 1) 1d6+2 Piercing

Greater Darkvision

A creature with greater 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 creature 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.

Death Flame (light)

When Nox dies, their body combusts in a flash of white-hot flame that deals 5d6 fire damage to creatures in a 20-foot burst (DC 21 basic reflex save). Nox's gear and treasure are unaffected by the flames and are left in a pile where they died.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Intense Performer

When Nox has a musical instrument in hand, they can use Performance to Feint or Demoralize.

Sneak Attack

Nox deals an additional 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


Occult Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Detect Magic, Ghost Sound
2nd Level: Darkness (At Will), Sound Burst (At Will)



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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.