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SceaduinarCreature 7


RareNEMediumAberrationNegative
Source Pathfinder Bestiary 2
Perception +15 (greater darkvision, lifesense 120 feet)
Languages Aklo
Skills Acrobatics +17, Athletics +13, Intimidation +13, Occultism +15, Stealth +17
Str +2, Dex +6, Con +4, Int +2, Wis +4, Cha +0

AC 25; Fort +16; Reflex +18; Will +14; +1 status to all saves vs. magic
HP 100
Speed 30 feet (fly 60 feet)
Immunities death effects, drained
Weaknesses Good 10
Resistances Physical 5

Jaws One Action +18 (+14, +10) to hit (agile, finesse, magical) 2d6 Negative + 2d6+4 Piercing
Wing One Action +18 (+14, +10) to hit (agile, finesse, magical, reach 10) 2d6+4 Slashing + 2d6 Negative

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.

Lifesense

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

+1 Status to All Saves vs. MagicVoid Child (scrying)

Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as bind soul or resurrect) or that require knowledge of a creature's identity (such as scrying), and critically fails Crafting checks.

Wing Flash Reaction

Trigger A creature attempts a melee attack against a sceaduinar or an Acrobatics check to Tumble Through the sceaduinar's space


Effect The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic reflex save).

Drain Life (necromancy, occult)

When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 fortitude save or become Drained 1.

Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.

Entropic Touch (undead, incorporeal)

Negative damage dealt by a sceaduinar damages undead and creatures with negative healing as if it were positive damage. The sceaduinar's melee Strikes have the benefits of the Ghost Touch property rune on attacks against incorporeal undead.


Occult Innate Spells (DC 25, +15 to hit)

Cantrips (4th Level): Chill Touch
2nd Level: Silence
3rd Level: Grim Tendrils
4th Level: Darkness, Dimension Door, Dispel Magic, Harm


Strange creatures born from jagged crystals in the heart of the Negative Energy Plane, sceaduinar are fueled by its negative energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds.

These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm-even the twisted sparks found in undead creatures.

When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Negative Energy plane is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where negative energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Negative

Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.