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The Vanish ManCreature 16


UniqueNEMediumHumanoid
Source Pathfinder #154: Siege of the Dinosaurs
Perception +28 (darkvision)
Languages Common, Can't Speak Any Language
Skills Acrobatics +29, Athletics +33, Deception +33, Intimidation +29, Stealth +31
Str +9, Dex +5, Con +6, Int +1, Wis +4, Cha +7

AC 39; Fort +29; Reflex +28; Will +27;
HP 265
Speed 25 feet
Resistances Bludgeoning 10

Cleaver One Action +32 (+27, +22) to hit (deadly d12, forceful, sweep) 3d12+9 Slashing
Fist One Action +32 (+28, +24) to hit (agile, nonlethal) 3d10+9 Bludgeoning
Cleaver One Action +30 (+25, +20) to hit (deadly d12, thrown 10) 3d12+9 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.

Vanished Alignment

The Vanish Man doesn't have an alignment aura and cannot be detected by spells such as Detect Alignment.

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.

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.

Frightful Presence (aura, emotion, fear, mental)

10 feet Aura DC 33 will

This aura is suppressed while the Vanish Man is using Change Shape.


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The vanish man can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn't change the butcher's Speed or attack or damage bonuses with their Strikes.

Remove Face Two Actions (attack)

Requirements The vanish man is within reach of a Dying, Immobilized, or Unconscious creature


Effect The vanish man attempts a cleaver Strike or an Athletics check against the creature's Fortitude DC. On a success, the vanish man deals damage as if they had made a successful cleaver Strike against the creature and removes the creature's face. On a critical success, the damage doubles and the creature takes 4d6 Persistent Bleed Damage. Once its face is removed, the creature takes a permanent -4 status penalty to Charisma checks and Charisma-based skill checks. This penalty can be removed only if the victim recovers its face from the vanish man and has a Restoration spell cast on it.

Effect: Remove Face

Sudden Slices Two Actions

Requirements The vanish man is undetected by their target


Effect The vanish man Strides once and makes two cleaver Strikes against the target. During the Stride, they gain a +10-foot circumstance bonus to their Speed.


Occult Innate Spells (DC 34, +24 to hit)

1st Level: Pass Without Trace (Constant)
2nd Level: Invisibility, Invisibility (Self Only)



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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.