Ozthoom
Creature 14 — fey
ShadeFlankerAERIALfey
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 280
Weaknesses cold-iron 10
Speed 0 feet, fly 75 feet
Offense
Melee Claw (agile, cold-iron, unarmed) +29, Damage 3d6+15 slashing
Melee Wing (cold-iron, reach-10) +29, 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.
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.
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.
Primal Innate Spells DC 34, attack +26
8th Pinpoint
7th Eclipse Burst
6th Teleport, Truesight
4th Planar Tether
2nd Darkness (At Will), Silence
1st Enfeeble
WORKS WELL WITH
AnvilAERIALA durable aerial bulwark holds attention while the duplicates make it unclear which target is worth committing actions against.
SniperAERIALA ranged striker can pick off the real target once its duplicates are exposed, avoiding wasted actions on false copies.
FlankerAERIALA second mobile striker exploits the Off-Guard window created when attention is split across multiple decoys.
PUNISHES
✖ target fixation✖ clumping✖ melee reliance
This creature has no land Speed, so any ground-locked ally struggles to stay in its fight.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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