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Taljjae (The Hermit)Creature 18


UniqueCNLargeFey
Source Pathfinder Lost Omens: Monsters of Myth
Perception +33 (darkvision, jelly sense 120 feet)
Languages Hwan, Senzar, (can't Speak Any Language)
Skills Acrobatics +35, Athletics +31, Performance +38, Society +31
Str +8, Dex +9, Con +7, Int +6, Wis +8, Cha +9

AC 43; Fort +27; Reflex +33; Will +30;
HP 400
Speed 50 feet (swim 30 feet)

Whirling Sash One Action +35 (+31, +27) to hit (agile, magical, reach 10, versatile b) 4d6+18 Slashing
Goblinfire One Action +35 (+30, +25) to hit (fire, range increment 60) 4d6+18 Fire

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.

Exit Stage Reaction (conjuration, primal, teleportation)

Trigger Taljjae is reduced to 0 Hit Points


Effect Taljjae retains 1 Hit Point and teleports to an empty space within 30 feet. One of its masks remains behind and is broken.

Flexible Counterspell Reaction

Trigger A creature Casts a Spell of the same or lower level as one of Taljjae's unexpended spell slots


Effect Taljjae expends any prepared spell of the same or higher level, losing a spell slot as if it had Cast the triggering Spell. Taljjae then attempts to counteract the spell with a counteract modifier of +27.

Jelly Gluttony

If Taljjae detects buckwheat jelly with its jelly sense, it becomes Fascinated by the food and the creature possessing it (if applicable) and Flat-Footed to all other creatures for 1d4 rounds, or until it uses an appropriate number of Interact actions to consume the jelly (generally 2: 1 to take the jelly, and another to eat it). If there's more than one helping of jelly, the condition ends once Taljjae consumes the jelly once.

Jelly Sense

Taljjae has scent as a precise sense out to 120 feet, but only to detect buckwheat jelly, the only food Taljjae loves more than flesh.

Change Characters One Action (stance)

Frequency once per round


Effect Taljjae removes its current mask and dons a new one. The change refreshes Taljjae, restoring 25 Hit Points. Once Taljjae has removed a mask, it can't Change Characters back to that mask until it has worn all of its unbroken masks at least once, after which the cycle starts again. Taljjae can't don a broken mask.

When Taljjae Changes Characters, it gains access to the listed abilities. Any items (such as weapons) associated with its previous mask immediately disappear and are replaced by fresh ones for its new mask, but the effects of any mask abilities it has active persist. Removing a mask and later reapplying it doesn't restore any limited-use abilities.

Prop Master

Taljjae has access to the critical specialization effects of any weapons it wields from one of its masks.

Second Act Free Action

Trigger Taljjae's turn begins Requirements Taljjae has 200 or fewer Hit Points


Effect Taljjae's dance reaches a frantic climax, allowing it to change personas rapidly. Taljjae Changes Characters.


Prepared Divine Spells (DC 37, +29 to hit)

Cantrips (9th Level): Detect Magic, Divine Lance, Forbidding Ward, Produce Flame, Shield
2nd Level: Dispel Magic
5th Level: Flame Strike
6th Level: Blade Barrier, Spellwrack, Spirit Blast
7th Level: Finger of Death
8th Level: Spiritual Epidemic
9th Level: Weapon of Judgement (War Only)


The form of Taljjae's body can vary from visit to visit or even moment to moment, but it's easily recognized due to its signature cloak and masks. So long as Taljjae's mood is placid, it can be approached safely, but its mercurial temperament can be hard to predict.

This wizened male face draws upon the powers of a true sage


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.

Fey

Creatures of the First World are called the fey.