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ZuipnyrnCreature 3

Source Pathfinder #152: Legacy of the Lost God
Perception +9 (greater darkvision)
Languages Common, (can't Speak Any Language)
Skills Stealth +11
Str +1, Dex +3, Con +3, Int -2, Wis +2, Cha +5

AC 20; Fort +10; Reflex +10; Will +7;
HP 35
Speed 20 feet (climb 10 feet)
Resistances Bludgeoning 3

Eye Stalk One Action +8 (+4, +0) to hit (agile) 2d4+2 Bludgeoning

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.

Alluring Aspect One Action (aura, occult, visual)

30 feet Aura

When a creature ends its turn in the aura, it must attempt a DC 22 will save. On a failure, it becomes Fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour.

The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.

Beguiling Gaze Three Actions (occult, visual)

The zuipnyrn attempts to charm a creature within 30 feet that is currently Fascinated by the zuipnyrn. The target must attempt a DC 22 will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour.

Critical Success The creature is unaffected and is no longer fascinated.

Success The creature is unaffected.

Failure The creature is Helpful toward the zuipnyrn for 1 hour.

Critical Failure The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it.

Blinding Flare Two Actions (occult, visual)

The zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 fortitude save. The zuipnyrn can't use Blinding Flare again for 1 minute.

Critical Success The creature is unaffected.

Success The creature is Dazzled for 1 round.

Failure The creature is Blinded for 1 round and dazzled for 1 minute.

Critical Failure The creature is blinded for 1 minute.

This spectacularly odd creature appears every now and again in various traveling circuses around the Inner Sea. Although carnival barkers make any number of claims about this strange being's origins, the so-called "moon mole" is in fact an alien creature called a zuipnyrn, hailing from a distant planet beyond Golarion's star system.

In their infancy, zuipnyrns are spherical and furry, with few features other than a single eye stalk and a round, toothless feeding hole. A zuipnyrn's body is particularly soft and malleable, allowing it to withstand falls and other hazards. Its eye stalk has the ability to produce a blinding burst of light as a defensive measure, which allows a zuipnyrn just enough time to escape in times of danger. Even more incredibly, a zuipnyrn can emit a hypnotic aura from its eye to entrance those around it-an ability it uses to avoid conflict and to persuade bystanders into helping it escape perilous situations. As they age and grow, zuipnyrns adapt to their environment by growing additional limbs, sprouting additional sensory organs, developing gills, or otherwise altering their anatomy to suit the area.



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.