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Ozthoom Shadow Double

Creature 14 — fey, summoned

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 85
Weaknesses cold-iron 10
Speed 0 feet, fly 75 feet

Offense

Melee Claw +25, Damage 3d6+15 slashing
Melee Wing +25, Damage 2d6+15 piercing plus 2d6 bleed

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Lifesense 120 feet — Lifesense
Saving throws against Light effects — A shadow double that attempts a saving throw against a light effect can't get a result better than failure.
Sneak Attack — A ozthoom shadow double's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

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