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TatterthreadCreature 20


UniqueCELargeFey
Source Pathfinder #174: Shadows of the Ancients
Perception +39 (detect magic, greater darkvision, lifesense 120 feet, true seeing)
Languages Common, Jotun, Tongues
Skills Deception +35, Intimidation +37, Lore +32, Occultism +38, Religion +32, Stealth +36, Thievery +34
Str +7, Dex +6, Con +7, Int +10, Wis +6, Cha +7

AC 46; Fort +35; Reflex +30; Will +36; +1 status to all saves vs. magic
HP 400 (regeneration 15 (deactivated by cold iron)
Speed 35 feet (fly 35 feet)
Immunities flat footed, negative
Weaknesses Coldiron 20
Resistances Acid 20

Caustic Shears One Action +38 (+33, +28) to hit (deadly 2d12, magical, reach 10, versatile p) 4d6+15 Slashing + 5d6 Acid
Acid Stream One Action +38 (+34, +30) to hit (agile, magical, reach 10) 4d10+15 Acid

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Lifesense 120 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

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. MagicRegeneration 15 (Deactivated by Cold Iron)

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.

Deny Fate (misfortune)

When Tatterthread rolls initiative, enemies she can see within 120 feet that are also rolling initiative automatically roll a 1.

Fated

When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, count as a norn for the purpose of this ability.

Shadow Corrosion (acid, necromancy, occult)

When Tatterthread deals acid damage with a Strike, she regains 10 #Hit Points Hit Points. The target must succeed at a DC 39 fortitude save or become Doomed 1 (Doomed 2 on a critical failure).

Shadow Snip Two Actions (acid, death, manipulate, necromancy, occult)

Frequency three times per day


Effect Tatterthread produces a scrap of shadow linked to the fate of a creature within 100 feet of her, then snips it with her caustic shears. The target takes 100 acid Damage (DC 42 basic fortitude). If the target is reduced to 0 Hit Points from this damage, it melts into a puddle of fetid acid and dies immediately. If the target failed the saving throw, it loses any acid resistance it has for 1 minute (1 day on a critical failure). A creature slain by Shadow Snip can't be restored to life except by miracle, wish, or similarly powerful magic, or by divine intervention. Regardless of the outcome of its save, a creature targeted by Shadow Snip becomes temporarily immune for 24 hours. The norn can't use Shadow Snip again for 1d4 rounds.

Shift Fate Reaction (divination, occult)

Trigger A creature within 120 feet attempts a saving throw


Effect The creature rolls the save twice, and then Tatterthread decides which result applies. If she chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply.


Occult Innate Spells (DC 42, +32 to hit)

Cantrips (10th Level): Detect Magic (Constant)
2nd Level: Dispel Magic (At Will)
4th Level: Read Omens (At Will)
5th Level: Shadow Blast (Acid Only), Shadow Siphon, Tongues (Constant)
6th Level: Spellwrack (At Will), True Seeing (Constant)
8th Level: Maze, Mind Blank (Constant), Wind Walk
9th Level: Power Word Kill, Weird
10th Level: Time Stop

Rituals

3rd Level: Geas
7th Level: Legend Lore



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.