Ozthoom Shadow Double
Creature 14 — fey, summoned
ShadeFlankerAERIALfeysummoned
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; lifesense 120 feet, low-light-vision
Languages aklo, common, fey; Can't speak any language, Telepathy 100 feet
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 (agile, cold-iron, unarmed) +25, Damage 3d6+15 slashing
Melee Wing (cold-iron, reach-10) +25, Damage 2d6+15 piercing plus 2d6 bleed
Abilities
Telepathy 100 feet (aura, magical, mental) — 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.
Lifesense 120 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
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.
WORKS WELL WITH
SnareAERIALA controller that keeps a target Off-Guard or immobilized guarantees this striker's precision damage lands every round.
AnvilAERIAL / LANDA frontline tank draws attention and Reactive Strikes so this ambusher can slip in from height without being intercepted.
WeaverAERIAL / LANDA spellcaster's debuffs soften a target's defenses right before this flier's sneak attack finishes the exchange.
PUNISHES
✖ isolated targets✖ low Perception✖ melee reliance without support
Grounded without flight, this creature cannot walk at all, so pairing it with allies that fight only on the ground leaves it stranded once it lands.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ozthoom Shadow Double in the encounter builder — free, no install.
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