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Thatchling

Creature 0 (uncommon) — undead, unholy

WeaverShadeLANDundeadunholy

The typical thatchling appears as a humanoid bundle of dry grass and twigs, held together by coils of what looks like glowing blue hair. These minor undead can't form bodies larger than those of a small human child. In rural Shenmen, some branches of Sangpotshi warn of what can happen if a soul bound for reincarnation is prevented from entering the River of Souls and rejoining the cycle. These souls become frustrated, confused, and then furious at what they feel is a denial of the body they dese

Source: season-of-ghosts-bestiary

Perception +6; darkvision
Languages common
Skills acrobatics +5, stealth +5 (+7 in undergrowth)
Str
+0
Dex
+3
Con
+2
Int
+0
Wis
+2
Cha
+3
AC 15 Fort +4 Ref +7 Will +6
HP 16 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances bludgeoning 2, piercing 2
Weaknesses fire 5
Speed 30 feet (thicket walker)

Offense

Melee Frond (agile, finesse) +5, Damage 1d6 slashing

Abilities

Distracting Giggle (auditory, aura, emotion, mental, occult) — 15 feet. The thatchling's giggle echoes in the back of the mind. Creatures within the aura take a –1 status penalty to Will saves.
Rejuvenation (divine) — When a thatchling is destroyed by damage other than fire, it attempts a DC 11 Flat. On a success, it reforms after 2d4 days within 120 feet of where it was destroyed, fully healed. A thatchling is always permanently destroyed if reduced to 0 Hit Points by fire damage or if the obstacle preventing the soul from reincarnating is removed.
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.
Thatchling's Curse (curse, mental, occult) — The thatchling focuses their attention on a single target within 30 feet that they can see, and then begins muttering and whispering nonsense. The target must attempt a DC 16 Will save.

Critical Success The target is unaffected and is temporarily immune to Thatchling's Curse for 24 hours.

Success The target is momentarily disoriented and has difficulty moving in the right direction. The target takes a –5-foot status penalty to its Speeds for 1 round.

Failure As success, but the penalty to its Speeds lasts for 1 minute.

Critical Failure As failure, but the penalty to its Speeds lasts until the curse is removed or until the thatchling who created the effect is permanently destroyed, whichever comes first. In addition, when the cursed creature attempts a Survival check to Sense Direction or Track, it uses the outcome for one degree of success worse than the result of its roll, and it can't take the Scout exploration activity.
Thicket Walker — Thatchlings ignore difficult terrain caused by brambles, tangled grass, and undergrowth.

WORKS WELL WITH

AnvilLANDA durable frontline body holds attention while this creature's aura chips away at Will saves from a safe distance.
CrasherLANDA heavy striker can capitalize on the Will penalty from this creature's aura and curse to land follow-up effects.
FlankerLANDA mobile skirmisher can exploit the mental pressure this creature applies while darting between targets.

PUNISHES

✖ low Will saves✖ precision reliance✖ chasing a single target
Avoid pairing with another Weaver relying on Will-save pressure; stacking identical mental debuffs invites a single ally buff to counter both.
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 Season of Ghosts Hardcover Compilation.

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