🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Spellscar FextCreature 7


Uncommon​CE​Medium​Undead​
Source Pathfinder Lost Omens: Impossible Lands
Perception +15 (darkvision, magic sense (imprecise) 30 feet)
Languages Common, Necril
Skills Acrobatics +13, Arcana +17, Athletics +17, Occultism +17
Str +6, Dex +2, Con +1, Int +4, Wis +4, Cha +2

AC 25; Fort +12; Reflex +15; Will +17; +1 status versus magic
HP 100 (regeneration 10 (deactivated by glass)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Fist One Action +18 (+14, +10) to hit (agile) 2d8+8 Bludgeoning

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.

Magic Sense (Imprecise) 30 feet+1 Status to All Saves vs. MagicNegative 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.

Regeneration 10 (Deactivated by Glass)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Unstable Feedback Reaction

Trigger A creature Casts a Spell on the spellscar fext, and the spellscar fext either succeeds at its saving throw versus the spell or the caster fails the spell attack roll against the spellscar fext


Effect The caster of the triggering spell undergoes a Wellspring Surge. Even if several spellscar fexts use this reaction after succeeding at a save against the same spell, the spellcaster undergoes only one wellspring surge.

Grasp Power One Action (abjuration, arcane)

Requirements The spellscar fext's last action was a successful fist Strike


Effect The spellscar fext attempts a counteract check against a single spell affecting the creature (counteract level 4, counteract modifier +17). If the check is successful, the creature also takes 6d6 mental damage (DC 25 basic will).


Spellscar fexts are spellcasters who were destroyed by wild magic or wellspring surges they tried—and failed—to control. The magical feedback that snuffed out their life warped and animated their flesh, twisting them into shambling undead. Spellscar fexts stand 6 feet tall with disproportionately long arms that end in clusters of waving magical tendrils.

Almost all who became spellscar fexts entered the Mana Wastes to harness the power of the area's wild magic. Once transformed, the desire for magical power becomes a spellscar fext's singular motivation. The creatures focus their attacks on magic users they encounter, attempting to kill them and strip their magic. Unfortunately for a spellscar fext, their transformation makes their entire being inimical to magic. They're unable to cast even the simplest of spells. They grasp destructively at magic they can never hold.

Difficult for the unprepared to destroy permanently, spellscar fexts harry trade routes known for shipping magical goods and repeatedly attack arcane workshops on the borders of the Mana Wastes. They're particularly dangerous to spellcasters traveling alone, as battling the creatures might trigger a wellspring surge that could destroy the lone magic user.

As the fext's vulnerability to glass weapons has become more well known, enterprising gunsmiths in Alkenstar have begun crafting glass ammunition, an uncommon item that costs the same as cold iron ammunition.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.