Ileosa's Shell
Creature 13 (unique) — undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDundeadunholy
Source: shadows-at-sundown-bestiary (Pre-Remaster)
Perception +24; greater-darkvision
Languages aklo, common, diabolic, elven, jotun, shadowtongue, thassilonian, varisian; (can't speak any language)
Skills acrobatics +24, athletics +27
Str
+8
Dex
+5
Con
+5
Int
+0
Wis
+5
Cha
+0
AC 34
Fort +22
Ref +26
Will +24
HP 235 (void healing)
Immunities death-effects, disease, mental, paralyzed, poison, unconscious
Resistances physical (except silver) 10
Weaknesses bleed 10
Speed 25 feet
Offense
Melee Fangs (magical) +29, Damage 3d12+8 piercing plus 2d6 bleed plus Blood Feast
Melee Claw (agile, magical, unarmed) +29, Damage 3d8+8 slashing plus 2d6 bleed
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.
Escape From Hell (auditory, divine, emotion, fear, mental) — When Ileosa's shell is reduced to 0 HP, the hollow corpse immediately melts into a pool of blood, at the center of which lies her still-beating heart. A moment later, a crimson ghostly shape-Queen Ileosa's soul-rises from the heart. After the soul shrieks in relief at escaping from Hell, it rises through the ceiling and vanishes while the heart dies and rots. All creatures within 30-foot emanation{30 feet} of the shell when this occurs must attempt a DC 30 Will save.
Critical Success A living creature becomes invigorated and elated by the sense of freedom from Hell, and becomes Quickened for 1 minute. The creature can use the extra action each round only for Strike and Stride actions. An undead creature gains no benefit.
Success As success, but the creature can use the extra action only for Stride actions.
Failure The creature becomes Frightened 1.
Critical Failure The creature becomes Frightened 2.
Critical Success A living creature becomes invigorated and elated by the sense of freedom from Hell, and becomes Quickened for 1 minute. The creature can use the extra action each round only for Strike and Stride actions. An undead creature gains no benefit.
Success As success, but the creature can use the extra action only for Stride actions.
Failure The creature becomes Frightened 1.
Critical Failure The creature becomes Frightened 2.
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.
Blood Feast — When a creature takes damage from a fangs Strike, the creature must succeed at a DC 33 Fortitude save or become Enfeebled 1 (enfeebled 1 and Drained 1 on a critical failure). The shell becomes Quickened for 1 round, and can use the extra action only for fangs Strike actions against a creature that is taking persistent bleed damage. Further damage dealt by the shell increases the enfeebled condition by 1 on a failed save, to a maximum of enfeebled 4.
WORKS WELL WITH
WeaverLANDDebuffing enemy Fortitude makes Blood Feast more likely to land the drained condition, compounding the shell's single-target pressure.
SnareLANDImmobilizing targets within melee reach guarantees fangs Strikes connect, applying bleed and triggering the quickened tempo swing.
MenderLANDSustaining the shell's large HP pool extends frontline presence, letting bleed stacks accumulate across more rounds.
PUNISHES
✖ melee reliance✖ low Fort
Crasher stacking dilutes single-target pressure and wastes non-stacking enfeebled conditions.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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