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Nemesis

Creature 13 (unique) — illusion, mental

ShadeSniperLANDAERIALillusionmental

Source: curtain-call-bestiary

Perception +23; darkvision
Languages telepathy 100 feet, universal language
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 (illusion, mental, occult) +26, Damage 3d12+13 mental
Ranged Illusory Weapon (illusion, mental, occult) +25, range 100 feet, Damage 3d4+13 mental

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.
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.
Occult Innate Spells DC 33, attack +25
5th Sending (×3)
4th Nightmare (×2), Translocate (×2), Vision of Death (×3)
1st Illusory Disguise (×3)
Cantrips (5th) Figment, Message

WORKS WELL WITH

CrasherLAND / AERIALA crasher creates chaos that an aerial illusionist exploits while enemies are distracted and unable to pinpoint the threat.
AnvilLAND / AERIALAn anvil frontline absorbs retaliation while the creature attacks from above with mental damage and occult debuffs from safety.
FlankerLAND / AERIALA flanker pressures enemies on the ground, splitting attention so the creature freely targets isolated foes from range.

PUNISHES

✖ scrying✖ detection✖ predictable tactics
Two controllers lack the direct pressure needed to exploit the disorientation they create.
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 #204: Stage Fright.

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