Llorona
Creature 12 — incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
SnareShadeAERIALundeadspiritunholy
Vengeful spirits called lloronas arise from people who died overcome with the grief and shame that comes with the tragic drowning of a child. In life, a llorona may have contributed to the child's death or simply lost the child to a horrible accident. In death, a llorona's pain manifests as a malevolent desire to drown others, imparting the same grief that they share with the person's loved ones. To this end, lloronas remain along riversides and other bodies of water in hopes of drawing their ne
Source: book-of-the-dead-bestiary (Pre-Remaster)
Perception +20; darkvision
Languages common
Skills athletics +23, deception +25, intimidation +23, stealth +23
Str
-5
Dex
+7
Con
+1
Int
+2
Wis
+2
Cha
+5
AC 32
Fort +19
Ref +23
Will +20
HP 165 (void healing, rejuvenation)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 60 feet
Offense
Melee Ghostly Hand (agile, finesse, magical) +25, Damage 2d6+11 void plus Funereal Touch, Grab
Abilities
Rejuvenation (divine) — When a llorona is destroyed, they re-form after 1d6 days at the site of their death. Resolving the injustice that led to a llorona's death puts them to rest permanently. Alternatively, successfully performing a Consecrate ritual at the site prevents them from re-forming.
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.
Constrict — 2d6+12 void DC 31 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Funereal Touch — A creature touched by a llorona must attempt a DC 29 Fortitude save. On a failure, the creature becomes Drained 1 (Drained 2 on a critical failure) or increases their drained value by 1 (2 on a critical failure), up to a maximum of drained 4. Every time a creature becomes drained in this way, the llorona gains 10 temporary Hit Points for 1 hour.
Ghostly Grasp — A llorona can Grapple corporeal creatures despite being incorporeal. The llorona uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip.
Wail (auditory, concentrate, incapacitation, mental, occult) — The llorona unleashes a somber wail. Each living creature within 120-foot emanation{120 feet} must attempt a DC 31 Will save. Regardless of its result, the creature is then temporarily immune for 24 hours.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Fascinated with the nearest body of water and compelled to move toward the water and drown itself. If there's no nearby body of water, the creature instead remains still. The creature can attempt another DC 31 Will save at the end of each of its turns. On a success, the creature is no longer fascinated. Once the fascinated condition ends, the creature becomes stunned 1.
Critical Failure As failure, except the creature receives another Will save only at the end of a round in which it's submerged in water.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Fascinated with the nearest body of water and compelled to move toward the water and drown itself. If there's no nearby body of water, the creature instead remains still. The creature can attempt another DC 31 Will save at the end of each of its turns. On a success, the creature is no longer fascinated. Once the fascinated condition ends, the creature becomes stunned 1.
Critical Failure As failure, except the creature receives another Will save only at the end of a round in which it's submerged in water.
Grab —
WORKS WELL WITH
CrasherAERIALGrabbed and drained targets are immobilized and weakened, creating ideal finishing conditions for a Crasher to exploit.
SniperAERIALGrappled creatures cannot close distance to a distant Sniper, who eliminates them while the hold persists.
WeaverAERIALDrained condition lowers Fortitude saves, compounding with a Weaver's debilitations for cascading control failure.
PUNISHES
✖ low Will✖ low Fortitude✖ clumping✖ melee reliance
AERIAL-only movement locks out land-bound partners; pairing requires shared flight capability.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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