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Ainamuuren

Creature 12 (unique) — cold, humanoid

AnvilCrasherLANDcoldhumanoid

Source: gatewalkers-bestiary

Perception +23; darkvision, scent (imprecise) 30 feet
Languages aklo, common, elven, erutaki, jotun
Skills athletics +25, stealth +22
Str
+7
Dex
+4
Con
+5
Int
+0
Wis
+5
Cha
+0
AC 32 Fort +23 Ref +22 Will +23 +1 status bonus to saves against holy spells and effects
HP 215
Immunities cold, controlled, disease
Resistances fire 10, mental 10
Speed 35 feet

Offense

Melee Tentacle (reach-10, unarmed) +26, Damage 3d6+10 bludgeoning plus Blackfrost Dead Blackfrost
Melee Horns (agile, cold, unarmed) +26, Damage 3d8+10 bludgeoning plus 1d6 cold plus Knockdown

Abilities

+1 Status Bonus to Saves Against Holy Spells and Effects
Blackfrost Evasion
Reactive Strike (Tentacle Only)
Reactive Tentacles — At the start of his turn, when Ainamuuren regains his actions, he gains an additional reaction that can be used only to make an Attack of Opportunity.
Dreams of the Blackfrost Whale (incapacitation, mental) — Frequency once per day

Effect Ainamuuren fixes his many-eyed gaze upon a single target he can see within 60 feet, then opens wide his maw to release a torrent of whispers channeled from Osoyo's slumbering mind. The targeted creature must attempt a DC 32 Will save.

Critical Success The creature is unaffected.

Success The creature endures a brief moment where they believe they are imprisoned in the ice, as Osoyo has been for thousands of years, and is Slowed 1 for 1 round.

Failure The vision of being imprisoned in ice is more profound, and in the span of a few seconds, the creature endures what seems like a thousand years of imprisonment. The creature is Paralyzed until the end of its next turn, after which it emerges from its paralysis Stupefied 1.

Critical Failure As failure, but the creature doesn't automatically recover from paralysis at the end of its turn. Instead, it can attempt a new DC 32 save. On a success, the paralysis ends and they are stupefied 1, but on a failure, the paralysis continues for another round.
Invasive Blackfrost (cold, curse, disease, occult) — Gatewalker characters are not immune to blackfrost effects inflicted by Ainamuuren

This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with Cleanse Affliction or a similar effect; the affliction can then be removed as a normal disease. A creature that dies from cold damage while cursed with blackfrost rises as a blackfrost dead after 24 hours. Blackfrost has a counteract rank of 10.

Saving Throw DC 32 Fortitude

Stage 1 4d6 cold (1 minute)

Stage 2 weakness to cold 5 and Drained 1 (1 day)

Stage 3 weakness to cold 10 and Drained 2 (1 day)
Twist Deviance (mental, occult) — Ainamuuren reaches out, then clutches his fingers into a fist and twists his arm, as if he were wrenching and tugging. At the same moment, all gatewalkers in a 60-foot cone that Ainamuuren can see feel the signs they've worn on their bodies since they emerged from their Missing Moment spike with pain, as if Ainamuuren had Grabbed that flesh and was twisting and tearing it. The targets must attempt a DC 32 Will save. Ainamuuren can't use Twist Deviance again for 1d4 rounds.

Critical Success The creature is unaffected.

Success The creature endures a brief moment of horrific pain and takes 4d8 mental.

Failure The pain is much greater, and for a moment the creature is convinced that the portion of their flesh that was adorned with the sign of the gatewalker has been torn free. They take 8d8 mental and can't use their deviant abilities for 1 round.

Critical Failure As failure, but 16d8 mental and they can't use their deviant abilities for 1 minute.
Knockdown
Occult Innate Spells DC 32, attack +24
6th Never Mind, Phantasmal Calamity
5th Slither, Synaptic Pulse
Cantrips (6th) Daze

WORKS WELL WITH

CrasherLANDAnvil controls space with reach and Reactive Strike, giving the Crasher stationary targets for heavy follow-up damage.
SniperLANDAnvil holds a controlled frontline zone where the Sniper can operate from relative safety at range.
MenderLANDAnvil's sustained frontline presence requires consistent healing to remain effective over multiple rounds of attrition.

PUNISHES

✖ clumping✖ maneuvering in reach✖ spellcasting near
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure Path: Gatewalkers.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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