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Syndara the SculptorCreature 22


UniqueLEMediumAeonMonitor
Source Pathfinder #168: King of the Mountain
Perception +39 (spatial sense, air walk)
Languages Senzar, Taldane, Tien, Utopian
Skills Acrobatics +41, Arcana +37, Athletics +39, Deception +34, Lore +45, Intimidation +39, Occultism +37
Str +10, Dex +11, Con +8, Int +8, Wis +11, Cha +7

AC 48; Fort +39; Reflex +39; Will +36; +2 status to all saves vs. chaotic
HP 380 (fast healing 20)
Speed 40 feet

Palm One Action +41 (+37, +33) to hit (agile, finesse, reach 10, unarmed) 6d6+18 Bludgeoning
Knifehand One Action +41 (+36, +31) to hit (deadly d10, finesse, reach 10, unarmed, versatile p) 7d8+18 Slashing
Elemental Gateway (Acid) One Action +39 (+34, +29) to hit (acid, range increment 120) 4d10+19 Acid
Elemental Gateway (Cold) One Action +39 (+34, +29) to hit (cold, range increment 120) 4d10+19 Cold
Elemental Gateway (Electricity) One Action +39 (+34, +29) to hit (electricity, range increment 120) 4d10+19 Electricity
Elemental Gateway (Fire) One Action +39 (+34, +29) to hit (fire, range increment 120) 4d10+19 Fire
Elemental Gateway (Sonic) One Action +39 (+34, +29) to hit (range increment 120, sonic) 4d10+19 Sonic

Keeper of the Lighthouse

Syndara can choose whether he is affected by his worldspheres.

Portal Redirection Reaction (conjuration, divine, teleportation)

Trigger Syndara is targeted by a ranged Strike or spell attack roll


Effect Syndara opens a portal in front of the incoming missile, then opens another portal nearby that fires the missile at another creature within 60 feet of him. He takes no damage from the triggering attack and makes a ranged Strike with a +43 attack bonus. The Strike deals damage according to the triggering ability.

Spatial Sense

Syndara instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces (such as a bag of holding), even if the entrance to these spaces is within the Lighthouse.

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.

+2 status to all saves vs. chaoticFast Healing 20

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Essence Reflection

Syndara and his reflection are two linked existences. If one of them is affected by a harmful effect, they can shift the harmful effect to the other as a free action, even if they can't act.

Extradimensional Immunity

Syndara can foil any attempts to use planar powers against him. He is immune to all extradimensional effects, such as Maze, but can choose to be affected by such effects normally.

Gateway Onslaught Two Actions (conjuration, teleportation)

Requirements Syndara is in the Glass Lighthouse


Effect Syndara folds the fabric of the Glass Lighthouse before opening several gateways from which dangerous elements spew forth. He teleports to his throne, regardless of distance, then makes three elemental gateway Strikes. Each Strike must target a different creature. He can't use Gateway Onslaught again for 1d4 rounds.

Planar Restructuring One Action (concentrate)

Requirements Syndara is in the Glass Lighthouse


Effect Syndara exerts his will over the Glass Lighthouse to cause one of several effects. The effect is magical, but Syndara isn't using magic when he takes this action-just triggering a magical effect he already set up. The level for each of these effects is 10, and any save is DC 45. Syndara or Syndara's Reflection can't use Planar Restructuring for 1d4 rounds.

- Accelerate/Decelerate Syndara affects the flow of time around a target within 60 feet, affecting them with either haste or slow.

- Deny Syndara rejects the existence of a power other than his own, affecting an object with disjunction.

- Rewind Syndara rewinds time to undo harm. He or his reflection are affected by the two-action version of heal or by restoration.

- Rise Syndara creates a gravitational nexus of reverse gravity.

- Sequester Syndara folds space to affect a creature with resilient sphere.

Temporal Flurry Two Actions

Frequency once per round


Effect Syndara bends time to make multiple attacks. He makes three unarmed Strikes. If multiple attacks hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Vicious Impact

Syndara has had an eternity to reflect on his own weaknesses and the weakness of others. If he critically hits with a melee Strike, he can target the eyes, joints, or other weak points to add one of the following effects of his choice unless the target succeeds on a DC 46 fortitude save.

- The target becomes Clumsy 1 for 1 minute.

- The target becomes Enfeebled 1 for 1 minute.

- The target takes 3d6 Persistent Bleed Damage.

- The target can't Step for 1 minute.

Walk the Spiral Free Action

Requirements Syndara is in the Glass Lighthouse

Trigger Syndara Strikes a creature on his own turn


Effect Syndara rotates the space of the Glass Lighthouse around himself to carry him to a distant location in an instant. He Strides twice. This movement doesn't trigger reactions. If his next action is to attack a different target than the triggering creature, he gains a +1 circumstance bonus to that attack; each time he Walks the Spiral in a turn, this bonus increases by 1, to a maximum of +3.


Innate Primal Spells (DC 0, +0 to hit)

4th Level: Air Walk (Constant)



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.

Aeon

These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.