Nemesis
Creature 13 (unique) — illusion, mental
Source: curtain-call-bestiary
Perception +23
Skills crafting +24, deception +27, intimidation +27, society +24, stealth +25
Str
+7
Dex
+6
Con
+5
Int
+3
Wis
+4
Cha
+8
AC 33
Fort +22
Ref +25
Will +21
HP 240
Immunities death-effects, disease, doomed, scrying, detection
Weaknesses mental 15
Speed 30 feet, fly 30 feet
Offense
Melee Illusory Weapon +26, Damage 3d12+13 mental
Ranged Illusory Weapon +25, Damage 3d4+13 mental
Abilities
Telepathy 100 feet (aura, magical) — Telepathy
Universal Language — Anything spoken by Nemesis is perceived by the listener in its native language.
Urban Legend — As a brainchild formed from a legendary villain defeated by the PCs, Nemesis possesses two unique abilities, one chosen from the defensive abilities and one from the offensive abilities listed above. As long as the PCs exist, Nemesis has full uses of its two Urban Legend abilities, but a creature can Seek or Sense Motive (DC 37) Nemesis to attempt to disbelieve one of these abilities, thereafter treating that ability as if the brainchild didn't possess it.
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.
Will They Come Back? (curse, mental, occult) — Normally, when a brainchild is destroyed, it returns after 2d4 days if anyone still fully believes it exists. Nemesis remains dead once slain by the PCs, but as the brainchild is slain, any PC within 120 feet must succeed at a DC 30 Will save or become cursed.
**Critical Success** The PC is unaffected.
**Success** The PC fears that Nemesis might come back from death to strike at them as they sleep. The next time the PC attempts to rest for the night, they must succeed at a DC 30 Will save or they'll awaken Fatigued and must spend two hours rather than one to make their daily preparations. After this, the curse ends.
**Failure** As success, but the curse persists until it's removed through magic like Cleanse Affliction.
**Critical Failure** As failure, but the PCs also becomes Stupefied 1 each time they fail their DC 30 Will save to resist becoming fatigued.
I Know You — Even before the brainchild version of Nemesis actually encounters the PCs, the fact that they manifested from the legends and emotional histories involving the PCs previous clash against their old enemy allows this brainchild to cast Nightmare and Sending spells as if it has met the PCs in person and knows their names.
Spells
Sending (rank 5)
Nightmare (rank 4)
Translocate (rank 4)
Vision of Death (rank 4)
Figment (rank 1)
Illusory Disguise (rank 1)
Message (rank 1)
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