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Raw NerveCreature 8


NEMediumUndead
Source Pathfinder Book of the Dead
Perception +17 (darkvision, thoughtsense 60 feet)
Languages Common, Necril, (can't Speak Any Language), Telepathy 100 Feet
Skills Intimidation +16, Lore +20, Medicine +15, Occultism +18, Stealth +16
Str +3, Dex +4, Con +0, Int +6, Wis +3, Cha +2

AC 26; Fort +14; Reflex +16; Will +19;
HP 150 (negative healing)
Speed 30 feet
Immunities death effects, disease, electricity, mental, poison, paralyzed, unconscious
Weaknesses Slashing 5

Nerve Ending One Action +20 (+16, +12) to hit (agile, finesse, magical) 2d10+9 Electricity

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 100 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.

Thoughtsense 60 feet (divination, mental, occult)

The raw nerve senses all non-mindless creatures at the listed range.

Accelerating Inquest One Action (concentrate, detection, divination, occult)

The raw nerve mentally probes a creature within 100 feet, attempting an occultism check against the creature's Will DC. On a success, the raw nerve can Step, and gains a +2 circumstance bonus to AC against that creature until the start of the raw nerve's next turn.

Float

A raw nerve floats a few inches from the ground. As such, it can ignore difficult terrain.

Involuntary Reaction

A creature struck by a raw nerve's nerve ending strike must succeed at a DC 26 reflex saving throw or be unable to use reactions until the start of its next turn.

Synaptic Overload Three Actions (enchantment, incapacitation, mental, occult)

The raw nerve releases a burst of mental energy in a 30-foot cone, dealing 4d12 mental damage to each creature in the cone (DC 23 will save).


Critical Success The creature takes no damage.

Success The creature takes half damage.

Failure The creature takes full damage and is Stunned 1.

Critical Failure The creature takes double damage and is Stunned 2


When a living creature is killed by massive amounts of electricity (such as by being struck by lightning or subjected to a magical attack), their dying terror sometimes causes their soul to linger on the Material Plane. Necromantic energy takes hold of their brain and nervous system, causing these organs to burst forth from the charred flesh and become a raw nerve. These horrific undead float a few inches off the ground in a macabre arrangement morbidly parodying the creature's living form, with its brain at the top and nerves dangling below, crackling with electrical energy.

A raw nerve can sense the thoughts of the living, perceiving them as a chaotic jumble that evokes an uncontrollable rage. The undead seeks to destroy the sources of these thoughts, which often means killing every living creature it can sense. Once a raw nerve detects no more thoughts, it grows still, floating in an almost meditative state. However, its fury instantly reawakens should a thinking creature pass too close. Though it's not mindless, a raw nerve can't be reasoned with, and the only way to stop one is to destroy it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.