ParsusCreature 10
Source Pathfinder #180: The Smoking Gun
Perception +20
Languages Common, Necril
Skills Arcana +0, Arcana +24, Deception +19, Lore +22, Intimidation +19, Society +19, Lore +22
Str +4, Dex +3, Con +3, Int +5, Wis +0, Cha +0
AC 29; Fort +18; Reflex +18; Will +20; +2 Status to All Saves vs. Disease and Mental
HP 160 (negative healing)
Speed 25 feet
Claw +21 (+17, +13) to hit (agile) 3d8+7 Slashing
Necromechanical Innovation +21 (+16, +11) to hit 2d10+7 Bludgeoning
Slide Pistol +20 (+15, +10) to hit (capacity 5, concussive, fatal d10, magical, range increment 30, reload 1) 2d6+3 Piercing
+2 Status to All Saves vs. Disease and MentalNegative 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.
Clockwork Necromancy (evil, necromancy, unstable)Parsus winds their necromechanical innovation (see below) to infuse a corpse-riddled area with necromantic energy. The innovation casts Black Tentacles on a point within 100 feet, causing the dead body parts in a 10-foot burst to briefly animate and scrabble at creatures within the area for 1 round.
Explode (manipulate, necromancy, unstable)Parsus pushes their necromechanical innovation beyond its normal limits, dealing 10d6 negative damage in a 10-foot emanation (DC 31 basic reflex). Parsus can choose to include themself in this effect.
Necromantic Winding (manipulate, necromancy)Parsus winds up their necromechanical innovation. They choose an active effect with the necromancy trait that originated from one of their spells or abilities (such as Clockwork Necromancy). The effect's duration extends to the end of Parsus's next turn.
Necromechanical InnovationAlthough a necromancer by training, Parsus recently developed a complex device called a necromechanical innovation. This device allows Parsus to use their Clockwork Necromancy, Explode, and Necromatic Winding abilities. It otherwise functions as an inventor weapon innovation with no modifications.
Arcane Prepared Spells (DC 31, +23 to hit)
Cantrips (5th Level): Acid Splash, Chill Touch, Detect Magic, Message, Ray of Frost
1st Level: Grim Tendrils, Unseen Servant
2nd Level: False Life, Mirror Image, Spectral Hand
3rd Level: Bind Undead, Vampiric Touch
4th Level: Enervation, Fly, Seal Fate, Vampiric Maiden
5th Level: Cloudkill
Traits
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.
DhampirA creature with this trait is a member of the dhampir ancestry. These humanoids are the mortal offspring of vampires and members of other ancestries.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.