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Sacuishu

Creature 9 (unique) — aberration, air

Pre-Remaster content. May include legacy alignment.

ShadeWeaverAERIALaberrationairelectricity

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +21; darkvision
Languages aklo, common, diabolic, sakvroth
Skills acrobatics +19, deception +17, intimidation +17, religion +19, stealth +19
Str
-5
Dex
+6
Con
+0
Int
+3
Wis
+6
Cha
+4
AC 30 Fort +16 Ref +18 Will +20
HP 80
Speed 0 feet, fly 50 feet

Offense

Melee Shock (electricity, magical) +21, Damage 2d8+8 electricity

Abilities

Glow (aura, light) — 20 feet. Sacuishu is naturally Invisible but glows with a sickly green light, casting bright light in the aura and making her visible.
Magic Immunity — Sacuishu is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, and Quandary.
Feed on Magic (concentrate) — Requirement A creature who can cast spells is within 15 feet of Sacuishu

Effect Sacuishu feeds on the creature's magic. Sacuishu regains 2d8 healing Hit Points, and the target must attempt a DC 28 Will save. The target is then temporarily immune for 1 hour.

Critical Success The target is unaffected.

Success The first time the target Casts a Spell before the start of the Sacuishu's next turn, the spell is disrupted unless the target succeeds at a DC 15 Flat check.

Failure As success, but the effect applies the first time the target Casts a Spell within the next minute.

Critical Failure As success, but the effect applies each time the target Casts a Spell within the next minute. In addition, Sacuishu doubles the Hit Points it regains
Go Dark (concentrate) — Sacuishu extinguishes her glow, becoming Invisible. She can end this effect with another use of this action. If she uses her shock attack while invisible, the arc of electricity lets any observer determine her location, making Sacuishu Hidden to observers only until she moves.
Divine Prepared Spells DC 28, attack +20
4th Divine Wrath, Read Omens
3rd Blindness, Chilling Darkness, Crisis of Faith
2nd Augury, Darkness, Dispel Magic, See Invisibility
1st Bane, Fear (×3), Grim Tendrils, Ray of Enfeeblement, Sanctuary
Cantrips (4th) Chill Touch, Daze, Divine Lance, Prestidigitation, Sigil

WORKS WELL WITH

CrasherAERIALPhysical threat draws attention and forces positioning choices while this creature feeds on casters from invisibility.
FlankerAERIALInvisibility enables off-guard setup for a flanker exploiting the same aerial approach vectors.
SnareAERIALMagic immunity forces casters into predictable movement lanes a snare can punish with immobilizing effects.

PUNISHES

✖ caster reliance
aerial-only habitat locks out ground-bound allies entirely.
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 #164: Hands of the Devil.

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