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Ozthoom

Creature 14 — fey

Ozthooms are shadowy killers who serve powerful fey creatures or even the Eldest—the demigods of the First World. Amid the courts of the Eldest or other powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ozthooms never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into their victim's mind. While an ozthoom's body is a strange, f

Source: pathfinder-monster-core-2

Perception +25
Skills acrobatics +28, deception +25, intimidation +27, nature +22, stealth +28
Str
+7
Dex
+8
Con
+4
Int
+2
Wis
+2
Cha
+5
AC 35 Fort +23 Ref +28 Will +24
HP 280
Weaknesses cold-iron 10
Speed 0 feet, fly 75 feet

Offense

Melee Claw +29, Damage 3d6+15 slashing
Melee Wing +29, Damage 2d6+15 piercing plus 2d6 bleed

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Lifesense 120 feet — Lifesense
Shadow Doubles (concentrate, illusion, light, occult, shadow, summoned) — 1 to 3 Frequency once per day Effect For each action spent to use this ability, the ozthoom creates one shadowy duplicate anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ozthoom, but they have the summoned trait, 85 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ozthoom, whichever comes first. Each round thereafter, the ozthoom can Sustain the effect to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ozthoom can see through the eyes of all the shadow doubles at once. A character who Seeks can identify an ozthoom as real or a shadow double with a successful DC 39 Perception check.
Sneak Attack — A ozthoom's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

Spells

Pinpoint (rank 8)
Eclipse Burst (rank 7)
Teleport (rank 6)
Truesight (rank 6)
Planar Tether (rank 4)
Darkness (At Will) (rank 2)
Silence (rank 2)
Enfeeble (rank 1)

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