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Tatterthread

Creature 20 (unique) — fey

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDAERIALfey

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +39; greater-darkvision, lifesense 120 feet, truesight 60 feet; detect magic
Languages common, jotun; tongues
Skills deception +35, intimidation +37, Lore (all) +32, occultism +38, religion +32, stealth +36, thievery +34
Str
+7
Dex
+6
Con
+7
Int
+10
Wis
+6
Cha
+7
AC 46 Fort +35 Ref +30 Will +36 +1 status to all saves vs. magic
HP 400 (regeneration 15 (deactivated by cold iron))
Immunities off-guard, void
Resistances acid 20
Weaknesses cold-iron 20
Speed 35 feet, fly 35 feet

Offense

Melee Caustic Shears (deadly-2d12, magical, reach-10, versatile-p) +38, Damage 4d6+15 slashing plus 5d6 acid plus Shadow Corrosion
Melee Acid Stream (agile, magical, reach-10) +38, Damage 4d10+15 acid plus Shadow Corrosion

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.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Regeneration 15 (Deactivated by Cold Iron) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Deny Fate (misfortune) — When Tatterthread rolls initiative, enemies she can see within 120 feet that are also rolling initiative automatically roll a 1.
Fated — When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, count as a norn for the purpose of this ability.
Shadow Corrosion (acid, occult) — When Tatterthread deals acid damage with a Strike, she regains 10 healing Hit Points. The target must succeed at a DC 39 Fortitude save or become Doomed 1 (Doomed 2 on a critical failure).
Shadow Snip (acid, death, manipulate, occult) — Frequency three times per day

Effect Tatterthread produces a scrap of shadow linked to the fate of a creature within 100 feet of her, then snips it with her caustic shears. The target takes 100 acid damage (DC 42 Fortitude). If the target is reduced to 0 Hit Points from this damage, it melts into a puddle of fetid acid and dies immediately. If the target failed the saving throw, it loses any acid resistance it has for 1 minute (1 day on a critical failure). A creature slain by Shadow Snip can't be restored to life except by miracle, wish, or similarly powerful magic, or by divine intervention. Regardless of the outcome of its save, a creature targeted by Shadow Snip becomes temporarily immune for 24 hours. The norn can't use Shadow Snip again for 1d4 rounds.
Shift Fate (occult) —
Divine Innate Spells DC 42, attack +32
10th Time Stop
9th Power Word Kill, Weird
8th Maze, Mind Blank (Constant), Wind Walk
6th Spellwrack (At Will), True Seeing (Constant)
5th Shadow Blast (Acid Only), Shadow Siphon, Tongues (Constant)
4th Read Omens (At Will)
2nd Dispel Magic (At Will)
Cantrips (10th) Detect Magic (Constant)

WORKS WELL WITH

CrasherLAND / AERIALTempo tension — the Crasher bursts key targets who act last and carry the Doomed condition.
MenderLAND / AERIALPriority tension — the Mender extends the party's endurance while the Weaver dictates engagement timing.
FlankerLAND / AERIALTempo tension — the Flanker capitalizes on the initiative penalty to flank slower enemies.

PUNISHES

✖ low Fortitude✖ initiative dependency
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 #174: Shadows of the Ancients.

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