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Thresholder MysticCreature 17


RareCEMediumHumanHumanoid
Source Pathfinder Kingmaker
Perception +31 (unseen sight)
Languages Aklo, Hallit
Skills Acrobatics +28, Deception +30, Intimidation +32, Medicine +31, Occultism +30, Religion +33, Lore +32
Str +0, Dex +4, Con +1, Int +2, Wis +6, Cha +5

AC 41; Fort +27; Reflex +29; Will +33; resolve
HP 315
Speed 25 feet

Dagger One Action +31 (+27, +23) to hit (agile, finesse, magical, versatile s) 3d4+6 Piercing

Unseen Sight

The removal of the eyes symbolized a Thresholder's abandonment of all they had seen before, and with the ritual's completion they gain something greater than mere vision: they gain the Unseen Sight. This is a precise sense that mimics darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of True Seeing, provided they are located within a region under the influence of Yog- Sothoth.

Outside of Time

The Thresholder Mystic exists outside of time; they don't age, don't need food or drink to survive, and can't be Quickened or Slowed unless they choose to be.

Resolve

When the mystic rolls a success on a Will save, they get a critical success instead.

Divine Font

Harm

Reminder of Doom One Action (auditory, concentrate, emotion, linguistic, mental)

The mystic reminds their allies of the punishments awaiting those who fail Yog-Sothoth. The mystic and their allies within 60 feet gain a +2 status bonus to attack rolls and damage rolls until the end of the mystic's next turn.

Effect: Reminder of Doom

Steady Spellcasting

If a reaction would disrupt the Thresholder Mystic's spellcasting action, they attempt a DC 15 flat; on a success, the action isn't disrupted.


Divine Prepared Spells (DC 39, +30 to hit)

Cantrips (9th Level): Daze, Disrupt Undead, Forbidding Ward, Guidance, Message
1st Level: Bless, Command, Harm, Heal, Sanctuary
2nd Level: Darkness, Deafness, Dispel Magic, Silence
3rd Level: Blindness, Crisis of Faith, Dream Message, Locate
4th Level: Air Walk, Discern Lies
5th Level: Prying Eye, Sending, Tongues
6th Level: Blade Barrier, Spirit Blast, True Seeing
7th Level: Divine Decree, Eclipse Burst
9th Level: Overwhelming Presence, Telepathic Demand

Divine Focus Spells (DC 38, +30 to hit)

1st Level: Delay Consequence
4th Level: Stasis



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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