Misery Siktempora
Creature 12 (rare) — siktempora, time
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDsiktemporatime
Creatures born of intense pain and suffering, the armless, six-legged misery siktemporas are some of the most numerous of their kind since misery is as ubiquitous an experience as living. They're also the most proactive of siktemporas, seeking to propagate the misery from which they spawn. They delight in opportunities to travel to the Material Plane, where misery is so woefully prevalent and easily multiplied. In the Dimension of Time, intense emotions are more than just ethereal feelings. The
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +25; darkvision
Languages aklo; (can't speak any language), telepathy 300 feet
Skills acrobatics +23, Dimension of Time Lore +26, intimidation +23, occultism +22, stealth +23
Str
+7
Dex
+5
Con
+4
Int
+4
Wis
+7
Cha
+5
AC 32
Fort +20
Ref +23
Will +25
HP 160 (regeneration 40 (deactivated by mental, orichalcum, or vitality))
Immunities disease, emotion, poison
Speed 35 feet (air walk)
Offense
Melee Claw (agile, unarmed) +26, Damage 3d8+13 slashing
Abilities
Telepathy 300 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.
Temporal Sense — A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Regeneration 40 (Deactivated by Mental, Orichalcum, or Vitality) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Slash the Suffering — Creatures with the Confused or Stupefied condition are Off-Guard to the misery siktempora.
Uncanny Pounce —
Inflict Misery (emotion, mental, occult) — Success The target is unaffected.
Failure The target is Clumsy 2, Enfeebled 2 and Stupefied 2 for 1 round.
Critical Failure As failure, but for 1 minute.
Failure The target is Clumsy 2, Enfeebled 2 and Stupefied 2 for 1 round.
Critical Failure As failure, but for 1 minute.
Telepathic Wail (emotion, mental, occult) — The misery siktempora assails the mind of one creature within 100 feet with a wail of anguish and torment that deals 8d6 mental damage (DC 32 Will save).
On a failed save, the target is also Confused for the first action of its next turn (or for 1 round on a critical failure).
On a failed save, the target is also Confused for the first action of its next turn (or for 1 round on a critical failure).
Occult Innate Spells DC 29, attack +21
4th Air Walk (Constant), Blink, Dimension Door (At Will)
2nd Invisibility (×3)
WORKS WELL WITH
AnvilLANDAn anvil holds enemies in melee range, ensuring the siktempora can consistently land Inflict Misery claw attacks and trigger Slash the Suffering.
SniperLANDWhile the siktempora brawls in melee applying debilitating conditions, a sniper exploits the reduced defenses of debuffed targets from range.
ShadeLANDA shade's opening burst compounds with the siktempora's confused and stupefied conditions, overwhelming the party's action economy in early rounds.
PUNISHES
✖ low Will✖ persistent damage reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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