YagantyCreature 10
Source Pathfinder #153: Life's Long Shadows
Perception +20 (greater darkvision)
Languages Common, Infernal, Sylvan
Skills Deception +23, Nature +21, Occultism +18, Stealth +23
Str +6, Dex +5, Con +5, Int +2, Wis +5, Cha +7
AC 29; Fort +23; Reflex +17; Will +21;
HP 200
Speed 20 feet
Weaknesses Coldiron 10
Resistances Fire 10
Candle Fingers +20 (+15, +10) to hit (fire, magical, reach 10) 3d10+5 Fire
Claw +22 (+18, +14) to hit (agile, magical, reach 10) 2d8+9 Slashing
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.
Attack of OpportunityTrigger 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.
Light in the Darkness (aura, light, mental, primal, visual)60 feet Aura
The flames from a yaganty's fingers shed bright light in a 10-foot radius and are visible even in areas affected by magical darkness, but they do not shed dim light beyond that radius. Any creature within 60 feet in an area of darkness or dim light that sees the yaganty's candle fingers must succeed at a DC 27 will save or become Fascinated by the yaganty for 1 minute or until the yaganty uses a hostile action against the creature, whichever comes first.
Vulnerability to ExtinguishingA yaganty who is doused with water or otherwise has their candle fingers extinguished takes 3d6 Persistent Mental Damage, becomes Quickened 1, and screams in agony until they reignite their candles (typically by casting Produce Flame and lighting their fingers with an Interact action).
Fling Wax (fire)The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals 1d6 Persistent Fire Damage. An affected creature or adjacent ally can remove one glob of wax by spending an Interact action to scrape it off. The yaganty can't use Fling Wax again for 1d4 rounds. Creatures in the area must attempt a DC 27 reflex save.
Critical Success The creature is unaffected.
Success The creature is splattered with 1d2+1 globs of wax.
Failure The creature is splattered with 1d4+2 globs of wax.
Critical Failure As failure, and the creature is Blinded until it removes the globs of wax.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Occult Innate Spells (DC 29, +23 to hit)
Cantrips (5th Level): Produce Flame
1st Level: Burning Hands
2nd Level: Darkness
4th Level: Dimension Door
Yaganties are lean, hairy humanoids with lanky torsos, horned heads, and bulbous black eyes. The elongated fingers of one their hands are made of candlestick wax, and their fingertips, which have wicks instead of nails, burn endlessly. In the dead of night, the flickering light of a yaganty's fingertips casts dramatic shadows across their face and highlights their trollish visage.
Yaganty fables follow a common formula. A wayward pedestrian, traveling at night and usually in a forest, follows distant lights with the hope that the lights belong to a fellow wayfarer, only to come face-to-face with a gangly monster. The story ends in one of three ways: the traveler appeals to the yaganty with a gift of gold (the exact sum necessary varies wildly by the telling), the yaganty slays the traveler over some incomprehensible transgression, or, even more inexplicably, the yaganty offers the lost traveler five candles in simple charity so that the light might guide them home.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FeyCreatures of the First World are called the fey.