Shimmerthief
Creature 7 (uncommon) — beast
Shimmerthieves are blind, lizard-like cave dwellers with an insatiable yearning to consume the rare delicacy of light. This hunger compels them to travel beyond their subterranean lairs to the surface to feed, leaving pockets of darkness behind as they go. They're far from unintelligent yet prefer to avoid other sapient creatures, aware that many find them off-putting. They become independent at a young age but are protective of their kind, and they travel in small groups when able. Prudent shi
Source: season-of-ghosts-bestiary
Perception +15
Skills stealth +17, survival +17
Str
+4
Dex
+6
Con
+3
Int
+0
Wis
+4
Cha
+0
AC 25
Fort +12
Ref +17
Will +15
HP 119
Immunities blinded, dazzled, visual
Speed 25 feet
Offense
Melee Jaws +17, Damage 2d8+10 piercing
Melee Claw +17, Damage 2d6+10 slashing
Abilities
Echolocation 120 feet — A shimmerthief can use their hearing as a precise sense at the listed range.
Shimmervision — A shimmerthief's sight allows them to sense sources of light from the same distance as creatures with standard vision but doesn't allow them to make out details. They can't detect anything other than light sources using this vision.
At-Will Spells — At Will Spells
Gleam Theft (aura, darkness, primal) — 10 feet. A shimmerthief constantly absorbs ambient light. Bright light in their aura becomes dim light, and dim light becomes darkness. A shimmerthief can suppress or activate this aura as a single action with the concentrate trait.
Drain Light (darkness, primal) — The shimmerthief targets a light source within 30 feet, then attempts to counteract it with a spell attack roll. If they succeed, the shimmerthief regains 2d8+10 healing Hit Points (4d8+20 healing Hit Points on a critical success).
Lasting Darkness — Frequency once per day
Trigger The shimmerthief casts Darkness as a 2nd-rank spell
Effect The duration of the shimmerthief's darkness increases to 24 hours.
Unnerving Shriek (auditory, emotion, fear, mental, primal) — The shimmerthief releases an unearthly wail, forcing creatures within 60 feet to attempt a DC 24 Will save.
**Critical Success** The creature is unaffected.
**Success** The creature is Frightened 1.
**Failure** The creature is Frightened 2.
**Critical Failure** The creature is frightened 2 and Fleeing for as long as it remains frightened.
Spells
Blur (rank 2)
Darkness (rank 2)
Darkness (At-Will) (rank 2)
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