Sceaduinar
Creature 7 (rare) — aberration, void
ShadeFlankerLANDAERIALaberrationvoid
Strange creatures born from jagged crystals in the heart of the Void, sceaduinar are fueled by its void energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds. These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in
Source: pathfinder-monster-core-2
Perception +15; greater-darkvision, lifesense 120 feet
Languages aklo
Skills acrobatics +17, athletics +13, intimidation +13, occultism +15, stealth +17
Str
+2
Dex
+6
Con
+4
Int
+2
Wis
+4
Cha
+0
AC 25
Fort +16
Ref +18
Will +14
+1 status to all saves vs. magic
HP 100 (void healing)
Immunities death-effects, drained
Resistances physical (except adamantine) 5
Weaknesses holy 10
Speed 30 feet, fly 60 feet
Offense
Melee Jaws (agile, finesse, magical, unarmed) +18, Damage 2d6+4 piercing plus 2d6 void plus Drain Life
Melee Wing (agile, finesse, magical, reach-10) +18, Damage 2d6+4 slashing plus 2d6 void
Abilities
Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
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.
+1 Status to All Saves vs. Magic —
Void Child — Sceaduinar have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as Seize Soul or a Resurrect ritual) or that require knowledge of a creature's identity (such as Scrying), and critically fails Crafting checks.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Wing Flash —
Drain Life (occult) — When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become Drained 1.
Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.
Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.
Entropic Touch — Void damage dealt by a sceaduinar damages undead and creatures with void healing as if it were vitality damage. The sceaduinar's melee Strikes have the benefits of the Ghost Touch property rune on attacks against incorporeal undead.
Occult Innate Spells DC 25
4th Translocate
2nd Darkness, Dispel Magic, Silence
1st Grim Tendrils, Harm (×1), Harm (×3)
Cantrips (4th) Void Warp
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body forces enemies to split attention, letting this drainer pick off softer targets.
SnareLANDA controller immobilizes prey so the drainer can repeatedly feed without them fleeing.
WeaverLAND / AERIALA debuff caster lowering saves makes the Fortitude-based drain effect land more consistently.
PUNISHES
✖ low Will saves✖ low Fortitude✖ isolated targets
Avoid stacking with another Shade; both compete for the same isolated target.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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