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Blackfingers

Creature 20 (unique) — humanoid, unholy

ShadeCrasherLANDVERTICALhumanoid

Source: curtain-call-bestiary

Perception +35; greater-darkvision; poison sense (precise) 60 feet
Languages common, diabolic; Truespeech
Skills acrobatics +35, crafting +38, deception +35, intimidation +35, medicine +37, Norgorber Lore +38, occultism +38, religion +35, stealth +37, Vyre Lore +38
Str
+6
Dex
+7
Con
+9
Int
+10
Wis
+7
Cha
+6
Items Dagger, Key Ring, Elixir of Rejuvenation (2), Vyre's Bliss (10), Red Hand's Satchel
AC 45 Fort +37 Ref +35 Will +33
HP 360
Immunities poison
Weaknesses holy 15
Speed 40 feet, climb 30 feet

Offense

Melee Jaws (unarmed) +34, Damage 4d10+16 piercing plus Blackfingers Venom
Melee Dagger (agile, finesse, magical, versatile-s) +38, Damage 3d4+16 piercing plus 1d6 acid plus Blackfingers Venom
Ranged Dagger (agile, finesse, magical, thrown-10, versatile-s) +38, Damage 4d8+15 piercing plus Blackfingers Venom

Abilities

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.
Consumed by Bloodlust (emotion, mental) — Frequency once per day

Duration 1 minute

Trigger Blackfingers damages a creature
Effect Murderous instinct consumes Blackfingers' mind. He gains a +2 status bonus to attacks and damage with his dagger, but is Stupefied 2 and cannot use concentrate abilities. If he brings a creature to 0 Hit Points while consumed by bloodlust, he gains 20 temporary Hit Points, and this effect ends.
Poison Sense (Precise) 60 feet — Blackfingers senses any poisoned creature. He can spend an action with the concentrate trait to determine the poison's type and current stage.
Venomous Aura (aura, occult, poison) — 60 feet. Each creature that enters or starts its turn within the area must succeed at a DC 39 Fortitude saving throw or gain weakness 10 to poison (weakness 15 on a critical failure). Worshippers of Norgorber are immune, as are those who drank any poison in area C3.
Blackfingers' Venom (divine, incapacitation, poison) — Blackfingers' dagger is constantly coated with the same insidious toxin that drips from his fangs, and recoats his dagger instantly each time after he Strikes

Saving Throw DC 42 Fortitude

Maximum Duration 4 hours

Stage 1 3d6 poison damage

Stage 2 3d6 poison damage and Slowed 1 (1 round),

Stage 3 4d6 poison and Slowed 2 (1 round)

Stage 4 Paralyzed for 1d4 hours.
Change Shape (arcane, concentrate, polymorph) — Blackfingers can take the shape of a Tiny spider. This doesn't change his Speed or jaws Strike, but prevents him from making dagger Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Enhance Poison (divine) — Frequency once per round
Effect Blackfingers causes the save DC of a dose of poison he holds in a hand (or that coats a weapon he holds) to increase to DC 42 until the start of his next turn.
Sneak Attack — Blackfingers deals 3d6 extra precision damage to creatures who are Off-Guard.
Stab! Stab! Stab! Stab!
Divine Innate Spells DC 41, attack +33
8th Disappearance
5th Hallucination (At Will), Slither (Spiders Instead of Snakes), Toxic Cloud, Truespeech (Constant)
4th Vision of Death

WORKS WELL WITH

FlankerLAND / VERTICALFlanker creates off-guard conditions that trigger Sneak Attack while the Shade delivers venom and burst damage from Stab! Stab! Stab! Stab!.
WeaverLAND / VERTICALWeaver debuffs enemy saves, amplifying the Shade's Venomous Aura and poison save DC.
AnvilLAND / VERTICALAnvil controls enemy movement, keeping targets inside the Venomous Aura radius while the Shade picks wounded foes.

PUNISHES

✖ clumping✖ low Fortitude✖ standing still
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 #206: Bring the House Down.

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