Drinesh
Creature 10 (unique) — fey, undead, unholy
FlankerShadeLANDAERIALfeyundeadunholy
Most sluagh are reapers: powerful killers subservient to their queen. After they collect souls on a hunt, they dutifully return their plunder to the queen. Though quite clever, they're inscrutable, lacking the whimsy and sociability that characterize many living fey. They do show merriment on occasion though, giggling as their claws draw closer to their quarry's throat. A soul about to leave its physical body gives off a peculiar scent, usually unnoticed by mortal creatures. But the undead fey
Source: wardens-of-wildwood-bestiary
Perception +21; greater-darkvision, scent (imprecise) 100 feet
Languages common, fey, necril
Skills acrobatics +21, intimidation +16, stealth +23, survival +21
Str
+3
Dex
+7
Con
+3
Int
+3
Wis
+5
Cha
+0
AC 29
Fort +17
Ref +21
Will +19
HP 175 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, sleep
Weaknesses cold-iron 10
Speed 25 feet, fly 30 feet
Offense
Melee Claw (agile, magical, unarmed) +23, Damage 3d6+9 slashing
Abilities
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. A creature with greater darkvision can see through even forms of magical darkness.
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 26 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Soulscent (Imprecise) 100 feet (occult) — The sluagh is aware of all Doomed creatures, Dying creatures, and creatures that died within the last hour within the listed range.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Explosive End (primal, wood) — When the woodblessed dies, the planar portal inside of them collapses, causing them to explode in a 20-foot burst of vines that deal 10d6 bludgeoning damage to all creatures with a DC 26 Reflex save. The woodblessed's body is completely consumed, though their root network and gear remain behind.
Ghostly Swoop — The sluagh reaper becomes incorporeal until the start of their next turn, and Flies up to their fly Speed. While incorporeal, they are immune to precision damage, and have resistance 10 to all damage (except force, Ghost Touch , or vitality); this resistance is doubled against non-magical damage.
After using Ghostly Swoop, the sluagh reaper can't use it again for 1d4 rounds.
After using Ghostly Swoop, the sluagh reaper can't use it again for 1d4 rounds.
Luminant Aura (aura, light) — 20 feet. The volatile planar energy coursing through a woodblessed's veins fills the area with dim light.
Reactive Flare —
Sneak Attack — The sluagh reaper deals an additional 3d6 precision damage to Off-Guard creatures.
Steal Soul (occult) — The sluagh reaper touches a dying creature or a creature that died within the past 1 hour. If the target is a dying creature, it must attempt a DC 28 Fortitude save-on a failure, its dying value increases by 1 (2 on a critical failure). If the target is dead, it receives no save and the sluagh imprisons its soul in a small, grimy sack that keeps stolen souls fresh.
The sack is magically locked. Any sluagh can open it without difficulty, but any others must Pick the Lock (DC 35 Thievery) or use Dispel Magic (5th rank; counteract DC 32). A creature can Interact to empty an unlocked sack, which frees the souls but doesn't return them to life. While a soul is imprisoned, it can't be brought back to life by any means short of a Wish or Miracle. The sack can hold 12 souls at a time. Sluagh reapers typically attempt to return the souls to a queen so she can devour them.
The sack is magically locked. Any sluagh can open it without difficulty, but any others must Pick the Lock (DC 35 Thievery) or use Dispel Magic (5th rank; counteract DC 32). A creature can Interact to empty an unlocked sack, which frees the souls but doesn't return them to life. While a soul is imprisoned, it can't be brought back to life by any means short of a Wish or Miracle. The sack can hold 12 souls at a time. Sluagh reapers typically attempt to return the souls to a queen so she can devour them.
Tap Planar Gate (concentrate, primal) — The woodblessed empowers themself or their next attack.
If the woodblessed's next action is to Stride, is launched off the ground by a suddenly sprouting tree and propelled forward. During this Stride, they have a fly Speed equal to their Speed. If they don't end their movement on a solid surface that can support their weight, they fall.
If the woodblessed's next action is a Strike, the attack sprouts thorns that deal an additional 1d6 persistent bleed damage.
If the woodblessed's next action is to Stride, is launched off the ground by a suddenly sprouting tree and propelled forward. During this Stride, they have a fly Speed equal to their Speed. If they don't end their movement on a solid surface that can support their weight, they fall.
If the woodblessed's next action is a Strike, the attack sprouts thorns that deal an additional 1d6 persistent bleed damage.
Divine Innate Spells DC 26, attack +18
2nd Invisibility
Cantrips (2nd) Ghost Sound, Timber
WORKS WELL WITH
AnvilLAND / AERIALA front-liner keeps enemies engaged and Off-Guard, letting this flier swoop in for its bonus precision damage.
SnareLAND / AERIALA controller that downs or immobilizes a target sets up the soul-stealing finisher against a dying foe.
WeaverLAND / AERIALFear and Will-targeting effects compound with the frightful presence to keep enemies scattered and Off-Guard.
PUNISHES
✖ low Will✖ dying or downed allies✖ Off-Guard targets
Works well with · Punishes · Pairing advice
Unlock with Tactics
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