Heh Shan-Bao (Level 13)
Creature 13 (unique) — fiend, illusion, mental
ShadeWeaverAERIALLANDfiendillusion
A rumor can become so vivid and persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors are borne from victims of a Vision of Death spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as dangerous as one believes them to be. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhib
Source: season-of-ghosts-bestiary
Perception +23; darkvision
Languages telepathy 100 feet, universal language
Skills arcana +24, deception +27, intimidation +27, religion +23, society +24, stealth +25, Willowshire Lore +24
Str
+7
Dex
+6
Con
+5
Int
+5
Wis
+4
Cha
+8
AC 35
Fort +24
Ref +25
Will +21
HP 180
Immunities death-effects, disease, doomed, scrying, bleed, detection
Resistances physical (except silver) 15
Weaknesses mental 15, sonic 15
Speed 20 feet, fly 20 feet
Offense
Melee Illusory Claws (illusion, mental, occult, reach-10) +26, Damage 4d8+10 mental plus 1d6 slashing plus Urban Legend
Abilities
Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Universal Language — Anything spoken by the brainchild is perceived by the listener in its native language.
Urban Legend — A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.
The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.
A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.
Tremorsense (imprecise) 100 feet
Immunity to one damage type, magic school, or condition
Weakness 15 to one damage type other than mental
Resistance 15 to physical damage, with an exception for either cold iron or silver
Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28
1d6 Extra Slashing Damage on Strikes
Additional Spells Phantasmal Calamity
The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.
A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.
Tremorsense (imprecise) 100 feet
Immunity to one damage type, magic school, or condition
Weakness 15 to one damage type other than mental
Resistance 15 to physical damage, with an exception for either cold iron or silver
Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28
1d6 Extra Slashing Damage on Strikes
Additional Spells Phantasmal Calamity
Fear of Flutes — The first time in any round when someone plays a flute within 30 feet of Heh Shan-Bao, he must attempt a Will save against the flute player's Performance DC. This DC increases by 4 if the flute player is someone (at the GM's discretion) who's strongly religious.
Critical Success Heh Shan-Bao is unaffected.
Success Heh Shan-Bao becomes Frightened 1.
Failure Heh Shan-Bao becomes Frightened 2.
Critical Failure Heh Shan-Bao becomes Frightened 3 and is Fleeing until the end of his next turn.
Critical Success Heh Shan-Bao is unaffected.
Success Heh Shan-Bao becomes Frightened 1.
Failure Heh Shan-Bao becomes Frightened 2.
Critical Failure Heh Shan-Bao becomes Frightened 3 and is Fleeing until the end of his next turn.
Frightful Presence (aura, emotion, fear, mental) — 100 feet. DC 30 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.
Persistence of Memory (illusion, mental, occult) — When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days.
Steal Soul (death, occult) —
Occult Innate Spells DC 30, attack +22
6th Phantasmal Calamity (creates a flesh-eating swarm of red nindoru butterflies)
4th Translocate (×2), Vision of Death (creates vision of Kugaptee slaying the target) (×3)
2nd Shatter (×3)
Cantrips (6th) Figment, Message
WORKS WELL WITH
CrasherAERIAL / LANDA Crasher supplies the physical threat the Shade lacks while both exploit the resulting chaos.
AnvilAERIAL / LANDAn Anvil holds targets inside the Shade's frightful presence aura for sustained pressure.
SniperAERIAL / LANDA Sniper benefits from the Shade's illusion-based misdirection to find clean shots.
PUNISHES
✖ low Will✖ clumping✖ mindless minions✖ detection magic
Works well with · Punishes · Pairing advice
Unlock with Tactics
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