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Spellskein (Consecrate)Creature 0


UncommonNTinyConstruct
Source Pathfinder #169: Kindled Magic
Perception +2 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +5, Stealth +7
Str -1, Dex +3, Con +1, Int -4, Wis +0, Cha -5

AC 16; Fort +5; Reflex +9; Will +4;
HP 15
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Sharp Edge One Action +7 (+3, -1) to hit (agile, finesse) 1d6+1 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.

Collapse

The spellskein can collapse flat to the ground to Hide; it can attempt to Hide even if it doesn't have any cover or concealment.

Crane Glide One Action

Requirements The spellskein is folded into its crane shape


Effect The spellskein gains a 25-foot fly Speed until the beginning of its next turn.

Frog Hop Two Actions

Requirements The spellskein is folded into its frog shape


Effect The spellskein Leaps 15 feet horizontally or vertically and gains a 10-foot climb Speed until the beginning of its next turn.

Refold One Action

The spellskein folds itself into a crane, frog, lizard, or religious symbol shape, as it chooses.

Anoint

Requirements The spellskein is folded into its religious symbol form.


Effect One creature within 10 feet gains a +1 status bonus to saving throws for one round.

Lizard Frill One Action (arcane, enchantment, fear, mental)

Requirements The spellskein is folded into its lizard shape


Effect The spellskein puffs out its cloth frills and shakes them from side to side to look fierce. The first creature hit by its sharp edge Strike before the start of its next turn must succeed on a DC 14 will save or become Frightened 1 (Frightened 2 on a critical failure).


Spellskeins created during @UUID[Compendium.pf2e.spells-srd.Consecrate]{Consecrate} rituals have a religious symbol form and can use the one-action activity anoint while in that form.


Magic can be used for many purposes-creating objects, summoning creatures, and manipulating the elements. Usually when a ritual is cast, the outcome is reliable and predictable, but sometimes magic takes unexpected turns and a spell's energy lands in unintended places.

Spellskeins are scraps of fabric and paper infused with magic and brought to life. Once animated, they fold themselves into different shapes, changing both their appearance and their abilities based on their configuration. Spellskeins are only rarely aggressive and sometimes downright timid, but most have a playful streak.

Though they are often made accidentally out of magical leakage from rituals, some ritualists intentionally create spellskeins to serve as magical toys or animated decor. These planned spellskeins tend to be more obedient and less mischievous than their accidental counterparts, following commands or routines set by their creators even after said creators are long gone.

Scrap pieces torn from the body of a spellskein sometimes animate as ever smaller, more mischievous constructs, which usually dart away to hide until it's safe to come out and cause trouble.


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.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.