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Fan Hongrui

Creature 2 (rare) — undead, unholy

WeaverSnareLANDundeadunholy

When a soul doomed to become a thatchling dies in the throes of great anguish, they can return after death as a red-hooded thatchling. These vengeful thatchlings appear to wear red hoods when viewed at a distance, but up close, the grisly truth—that their heads are blood-soaked—is revealed. Unlike other thatchlings, red-hooded thatchlings are skilled at trickery, and their ability to appear as a living humanoid through illusion magic allows them to lure unsuspecting travelers into ambushes much

Source: season-of-ghosts-bestiary

Perception +8; darkvision
Languages common
Skills acrobatics +7, deception +8, performance +10, stealth +7 (+9 in undergrowth)
Str
+0
Dex
+3
Con
+2
Int
+0
Wis
+2
Cha
+3
AC 17 Fort +6 Ref +9 Will +8
HP 32 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances bludgeoning 3, piercing 3
Weaknesses fire 5
Speed 30 feet (thicket walker)

Offense

Melee Frond (agile, finesse) +9, Damage 1d4 bleed plus 1d6+2 slashing

Abilities

Distracting Giggle (auditory, aura, emotion, mental, occult) — 15 feet. The thatchling's giggle echoes in the back of the mind. Creatures within the aura take a –1 status penalty to Will saves.
Rejuvenation (divine) — When a thatchling is destroyed by damage other than fire, it attempts a DC 11 Flat. On a success, it reforms after 2d4 days within 120 feet of where it was destroyed, fully healed. A thatchling is always permanently destroyed if reduced to 0 Hit Points by fire damage or if the obstacle preventing the soul from reincarnating is removed.
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.
Create Thatchling Spawn (occult) — A living humanoid who's slain by a red-hooded thatchling while under the effects of Thatchling's Curse rises as a thatchling after 1d4 rounds. This spawn is under the command of the red-hooded thatchling that killed it. If a red-hooded thatchling controls too many at once (as determined by the GM), some thatchlings can free themselves with a DC 18 Will saving throw at the start of their turn. If the red-hooded thatchling who created the spawn is destroyed, the spawn becomes an autonomous thatchling.
Howl of Vengeful Fury (occult, sonic) — Frequency once per hour
Effect The red-hooded thatchling sobs pitifully before unleashing a terrifying scream. All non-thatchling creatures within a 30-foot emanation take 2d10 sonic damage (DC 18 Fortitude save) and become immune to all thatchlings' distracting giggle for 1 minute. Thatchlings in the area gain 5 temporary Hit Points and a +1 status bonus to their Strikes and saving throws for 1 minute.
Thatchling's Curse (curse, mental, occult) — The thatchling focuses their attention on a single target within 30 feet that they can see, and then begins muttering and whispering nonsense. The target must attempt a DC 18 Will save.

Critical Success The target is unaffected and is temporarily immune to Thatchling's Curse for 24 hours.

Success The target is momentarily disoriented and has difficulty moving in the right direction. The target takes a –5-foot status penalty to its Speeds for 1 round.

Failure As success, but the penalty to its Speeds lasts for 1 minute.

Critical Failure As failure, but the penalty to its Speeds lasts until the curse is removed or until the thatchling who created the effect is permanently destroyed, whichever comes first. In addition, when the cursed creature attempts a Survival check to Sense Direction or Track, it uses the outcome for one degree of success worse than the result of its roll, and it can't take the Scout exploration activity.
Thicket Walker — Thatchlings ignore difficult terrain caused by brambles, fallen buildings, ruined structures, tangled grass, and undergrowth.
Occult Innate Spells DC 18, attack +10
1st Illusory Disguise
Cantrips (1st) Figment, Telekinetic Projectile

WORKS WELL WITH

AnvilLANDA durable frontline shields this fragile caster so it can keep landing Thatchling's Curse.
CrasherLANDA heavy striker follows up on a target already Frightened and cursed for an easier finish.
FlankerLANDA mobile attacker exploits a cursed target's reduced options to land a clean flanking hit.

PUNISHES

✖ low Will✖ isolated targets✖ clumping
Avoid stacking multiple Weavers; one debuff-and-curse threat is enough for the party to manage at a time.
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 Season of Ghosts Hardcover Compilation.

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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