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Immolis

Creature 3 (uncommon) — beast

SnareSniperLANDVERTICALbeastpsychic

Most complex organisms, whether plant or animal, produce energy by converting fuel (such as food) into heat. Though this process is invaluable, it's also a vulnerability—one that the immolis has evolved to exploit. Immolises are psychic predators found all across Castrovel, especially underground and in cool environs. Mostly blind, they hunt by sensing the body heat of other creatures. When an immolis acquires a target, it focuses its innate psychic energies in an invisible beam aimed at its pr

Source: gatewalkers-bestiary

Perception +12; heatsense 120 feet
Languages immolis; telepathy 100 feet
Skills acrobatics +10, athletics +10, intimidation +9, stealth +10, survival +9
Str
+3
Dex
+4
Con
+0
Int
-3
Wis
+3
Cha
+0
AC 19 Fort +6 Ref +12 Will +9
HP 50
Speed 40 feet, climb 40 feet

Offense

Melee Jaws (unarmed) +10, Damage 1d10+5 slashing

Abilities

Telepathy 100 feet (aura, magical) — 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.
Heatsense 120 feet — An immolis can sense creatures whose bodies are hotter than their surroundings as a precise sense at the listed range. Creatures that produce no heat—such as many undead or constructs—are Concealed to an immolis, as are creatures who successfully mask their body heat (such as by submerging themselves in cold water).
Heat Beam (fire, occult) — The immolis targets a living creature within 30 feet and directs a beam of volatile psychic energy toward it, increasing the rate at which the creature's body produces heat. The target must attempt a DC 20 Fortitude save. The second and third time an immolis uses Heat Beam in the same round, the DC lowers to DC 16 Fortitude or DC 12 Fortitude, respectively.

Success The creature is unaffected.

Failure The creature takes 2d6+5 fire damage.

Critical Failure The creature takes 4d6+5 fire plus 5 persistent fire{4d6+5 fire damage and 5 persistent fire damage}.

WORKS WELL WITH

AnvilLAND / VERTICALA durable frontliner ties down melee threats while this creature weakens a target from range with its heat beam.
FlankerLAND / VERTICALA skirmisher can exploit a target already softened by the ongoing heat effect.
CrasherLAND / VERTICALA heavy hitter lands a bigger finishing blow once the heat beam's escalating effect has worn a target down.

PUNISHES

✖ low Fortitude✖ stealth reliance✖ standing still
Avoid pairing with another single-target debuffer aimed at the same foe; overlapping saves offer diminishing returns.
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 Adventure Path: Gatewalkers.

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