Fionn
Creature 13 (unique) — cold, incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeAERIALundeadcoldspiritincorporealunholy
Source: kingmaker-bestiary (Pre-Remaster)
Perception +24; darkvision
Languages common, fey, jotun
Skills deception +27, Fey Lore +23, intimidation +27, nature +24, stealth +26, survival +24
Str
-5
Dex
+5
Con
+0
Int
+4
Wis
+5
Cha
+8
AC 32
Fort +19
Ref +22
Will +24
HP 175 (void healing, rejuvenation)
Immunities bleed, cold, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 30 feet
Offense
Melee Ghostly Battle Axe (finesse, reach-10, sweep) +27, Damage 3d8+11 void plus 2d6 cold
Abilities
Bound to the Mortal Night — Unlike most ghosts, Fionn isn't bound to a specific site. Instead, his exile to the Material Plane has bound him to the night itself. He can travel anywhere he wishes, so long as it is night. During the day, he cannot travel further than thirty feet from the location he occupies as the sun rises. He cannot leave the Material Plane at all, and if he suffers an effect that would normally transport him to another plane, he remains on the Material Plane and instead is Stunned 3.
Rejuvenation (divine) — In order to put Fionn permanently to rest, the PCs must release his brother Kean from Amiri's blade-doing so renders Fionn's plan to use Kean's soul to return to the First World impossible and causes the frustrated ghost to accept his fate and resign himself as well to the afterlife. Until this occurs, Fionn seeks out the blade each time he rejuvenates; now that he's seen the blade in person, he's capable of sensing its location at all times.
When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
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.
Command the Undead — Frequency once per round
Effect Fionn's orders are difficult for undead to ignore. When Fionn Commands the Undead, two undead allies who are lower level than him and are within 30 feet of him may Stride or Strike.
Effect Fionn's orders are difficult for undead to ignore. When Fionn Commands the Undead, two undead allies who are lower level than him and are within 30 feet of him may Stride or Strike.
Exile's Curse (attack, curse, mental, misfortune, primal) — Fionn casts Outcast's Curse, extending the spell's range to 30 feet. A creature that fails its save against the spell is also Stupefied 1 (Stupefied 2 on a critical failure) by the overwhelming sensation and belief that they have been exiled from all they hold dear. This stupefaction value cannot be reduced below 1 as long as the creature continues to be affected by outcast's curse .
Fearsome Blizzard (aura, cold, emotion, primal) — Fionn exhales a swirling blizzard of snow and ice that chills the soul as surely as it freezes flesh. All living creatures within 60-foot emanation{60 feet} of Fionn must attempt a DC 33 Fortitude save. Fionn can't use Fearsome Blizzard for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature takes 5d8 cold damage.
Failure The creature takes 10d8 cold damage and is Frightened 1; the frightened effect has the emotion, fear, and mental traits.
Critical Failure The creature takes 20d8 cold damage, is Frightened 2, and is Fleeing as long as they remain frightened. The frightened and fleeing effects have the emotion, fear, and mental traits.
Critical Success The creature is unaffected.
Success The creature takes 5d8 cold damage.
Failure The creature takes 10d8 cold damage and is Frightened 1; the frightened effect has the emotion, fear, and mental traits.
Critical Failure The creature takes 20d8 cold damage, is Frightened 2, and is Fleeing as long as they remain frightened. The frightened and fleeing effects have the emotion, fear, and mental traits.
Primal Innate Spells DC 32, attack +22
7th Eclipse Burst
5th Cone of Cold, Wall of Ice
4th Outcast's Curse (At Will), Talking Corpse
3rd Slow
2nd Dispel Magic
Cantrips (7th) Ray of Frost
WORKS WELL WITH
AnvilAERIALA durable frontline undead ally commanded to Strike lets this incorporeal spirit stay airborne, casting high-DC effects from a safe distance.
SnareAERIALA controller that pins targets in place maximizes how many creatures are caught by the Fearsome Blizzard's emanation.
CrasherAERIALA burst attacker exploits the Stupefied debuff from Exile's Curse before the target can recover.
PUNISHES
✖ clumping✖ low Fortitude✖ low Will✖ reliance on non-magical weapons
No land Speed at all, so ground-locked allies without flight or reach can struggle to stay adjacent for support.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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