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PadliCreature 9


UniqueCEMediumCaligniHumanoid
Source Pathfinder #165: Eyes of Empty Death
Perception +16 (greater darkvision)
Languages Caligni, Undercommon
Skills Acrobatics +18, Deception +20, Diplomacy +20, Intimidation +18, Occultism +14, Stealth +18
Str +2, Dex +5, Con +1, Int -1, Wis +1, Cha +5

AC 26; Fort +16; Reflex +20; Will +18;
HP 160 (death flame)
Speed 25 feet

Dagger One Action +15 (+11, +7) to hit (agile, finesse, versatile s) 1d4+7 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.

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.

At-Will Spells

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

Death Flame (light)

When Padli dies, his body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 28 basic reflex save).

His gear is unaffected by the flames and is left in a pile where he died.

Occult Ward Reaction

Trigger Padli attempts a saving throw against a spell cast by a creature he can see


Effect Padli gains a +2 circumstance bonus to the triggering save.

Sneak Attack

Padli deals 3d6 extra 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 26, +18 to hit)

Cantrips (5th Level): Chill Touch, Daze, Detect Magic, Shield
1st Level: Phantom Pain
2nd Level: Darkness, Darkness (At Will), Invisibility, Obscuring Mist (At Will)
3rd Level: Blindness, Enthrall, Paralyze
4th Level: Suggestion



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.