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Ocluai

Creature 3 (uncommon) — fey

ShadeLANDAERIALfey

Ocluais embody the fear of being lost and helpless in the darkness as well as the danger of unreasoning terror. An ocluai's gray body resembles that of a featherless owl with a serrated beak, the legs of a monkey, and oversized eye sockets full of shadow. The field of unnatural darkness that surrounds an ocluai disorients most creatures; while other gorgas are quick to move in for the kill, ocluais love to perch on a low branch or lintel and watch with their blank expressions as prey succumbs to

Source: gatewalkers-bestiary

Perception +12; greater-darkvision
Languages aklo, common, fey; can't speak any language; telepathy 100 feet, images only
Skills acrobatics +10, deception +8, intimidation +10, nature +8, stealth +10
Str
+1
Dex
+4
Con
+0
Int
+2
Wis
+4
Cha
+1
AC 18 Fort +6 Ref +12 Will +12
HP 55
Weaknesses cold-iron 5
Speed 10 feet, fly 25 feet

Offense

Melee Talon (unarmed) +10, Damage 3d4+3 slashing

Abilities

Lost in the Dark (aura, darkness, mental) — 60 feet. An ocluai's presence distorts nearby creatures' senses of direction. Nonmagical bright light within the aura becomes dim light, and nonmagical dim light with the aura becomes darkness. Any non-gorga within range of the ocluai's aura that attempts to move must declare where they intend to move. Before moving, however, the creature must attempt a secret DC 20 Will saving throw. An ocluai can exempt specific creatures from this effect. Magical light anywhere within the ocluai's aura increases the light level as normal and reduces the Will save DC by 5.

Success The creature moves normally.

Failure The creature moves the intended distance, but not in the right direction. The ocluai chooses the creature's destination and route, which could be a straight line or could include multiple changes in direction. If the path is blocked or would go through obviously dangerous terrain (such as of a cliff or through a fire), the movement ends before the blockage or danger.

Critical Failure As failure, but if the creature's path would lead them into obviously dangerous terrain, they must succeed at a second Will save to end their movement just before they would enter the danger.
Corner of the Eye (illusion, mental, primal, visual) — The ocluai creates a wave of disturbing illusory images in a 10-foot burst centered on a point within 60 feet. Any creature caught in this burst takes 3d6 mental (DC 20 Will) as their peripheral vision churns with terrifying visions of worm-eaten corpses and monsters ready to pounce.

WORKS WELL WITH

CrasherLANDA Crasher charges enemies disoriented by the darkness aura, attacking with concealment advantage while the Shade controls vision.
WeaverLANDA Weaver's difficult terrain keeps enemies inside Lost in the Dark for longer, extending the Shade's vision-control advantage.
SniperLANDA Sniper attacks from beyond the darkness aura while enemies suffer concealment penalties and cannot use light to guide their targeting.

PUNISHES

✖ light reliance✖ low Will✖ clumping
Multiple Shades cannot contest objectives directly, leaving the party unable to hold any ground against a determined push.
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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