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Shard of Aslynn (3-4)Creature 4


UniqueNEMediumDreamFiendHagHumanoid
Source Pathfinder Society Intro: Year of Boundless Wonder
Perception +12 (darkvision)
Languages Abyssal, Aklo, Celestial, Common, Infernal
Skills Arcana +9, Deception +10, Diplomacy +10, Intimidation +8, Occultism +13, Religion +10
Str +5, Dex +2, Con +3, Int +3, Wis +4, Cha +2

AC 21; Fort +11; Reflex +10; Will +12; +1 status to all saves vs. magic
HP 70
Speed 25 feet
Weaknesses Coldiron 5

Claw One Action +14 (+10, +6) to hit (agile, magical) 1d10+5 Slashing

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.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicAslynn's Gaze Two Actions (curse, emotion, enchantment, fear, mental, occult)

Aslynn gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom; the creature must attempt a DC 20 will save. Since this effect isn't visual, the creature doesn't need to be able to see Aslynn to be affected.


Critical Success The target is unaffected and is temporarily immune to Aslynn's gaze for 1 day.

Success The target is Frightened 1.

Failure The target is frightened 1 and Slowed 1 for 1 round.

Critical Failure The target is Frightened 2 and slowed 1 for 1 minute.

Nightmarish Wounds (necromancy, occult)

Wounds caused by Aslynn's claws cause creatures to dwell on their worst nightmares. A creature damaged by Aslynn's claw must succeed at a DC 20 fortitude save or be Stupefied 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's Stupefied 2 for 1 day.


Occult Innate Spells (DC 20, +14 to hit)

Cantrips (2nd Level): Detect Magic (Constant)
1st Level: Detect Alignment (All alignments simultaneously)(Constant), Magic Missile, Ray of Enfeeblement (At Will), Sleep



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.