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Triumph SiktemporaCreature 14


RareLNSmallSiktemporaTime
Source Pathfinder Bestiary 3
Perception +24 (darkvision)
Languages Aklo, (can't Speak Any Language), Telepathy 200 Feet
Skills Acrobatics +24, Athletics +30, Lore +24, Diplomacy +23, Intimidation +27, Medicine +22, Performance +25
Str +8, Dex +4, Con +5, Int +4, Wis +4, Cha +5

AC 35; Fort +25; Reflex +24; Will +26;
HP 190 (regeneration 40 (deactivated by chaotic, mental, or orichalcum)
Speed 60 feet
Immunities disease, emotion, poison

Glorious Fist One Action +30 (+25, +20) to hit 3d12+16 Bludgeoning

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.

Telepathy 200 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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.

Regeneration 40 (Deactivated by Chaotic, Mental or Orichalcum)

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.

Cheaters Never Prosper (aura, divination, occult)

50 feet Aura


A creature within the aura who uses or benefits from an effect with the fortune trait must succeed at a DC 34 will save or become Slowed 1 for 1 round (Slowed 2 on a critical failure).

Clinch Victory Reaction

Trigger A creature within the triumph siktempora's reach uses an action that would restore Hit Points


Effect The triumph siktempora makes a glorious fist Strike against the triggering creature. On a critical success, this Strike also disrupts the triggering action.

Temporal Sense

A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll.

Uncanny Pounce Free Action

Trigger The triumph siktempora rolls Dimension of Time Lore for initiative


Effect The triumph siktempora Strides once and makes a claw Strike, in either order.

Vie for Victory Two Actions

The triumph siktempora pushes themself beyond their limits to secure victory over a chosen foe. They choose one target they can see and reach with a single Stride action. They attempt to Demoralize that target, ignoring the typical limitations on distance and with no penalty for not sharing a language with the target. They then Stride and attempt one Athletics attack action (such as Grapple or Disarm) against the target.

Winning Smile Two Actions (emotion, enchantment, mental, occult)

The triumph siktempora flashes their disarming grin at one creature within 15 feet. The target takes 10d8 mental damage (DC 34 basic will save). On a failure, the target's attacks against the triumph siktempora also become nonlethal until the end of the target's next turn.


Occult Innate Spells (DC 32, +24 to hit)

4th Level: Air Walk (Constant), Blink, Dimension Door (At Will)


Triumph siktemporas embody the emotional satisfaction of overcoming a task that took up much of a creature's mind, be it taking an apple seed from between one's teeth or winning a war. They exult in every victory they attain; however, they value only those successes won fairly not only abiding by the established rules of a competition but also enforcing those rules mercilessly upon other competitors.

These siktemporas appear as small humanoids with four muscular arms and digitigrade legs. They take great joy in draping themselves in golden clothes and medals that commemorate the countless victories which spawned them, and their faces bear proud, dazzling smiles and expressions of success-but these features never move.


In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.

Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.


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.