Throttled Blindheim
Creature 2 — animal
Pre-Remaster content. May include legacy alignment.
SnareCrasherLANDAQUATICVERTICALanimal
Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encount
Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)
Perception +9; darkvision
Skills acrobatics +7, athletics +6 (+7 to Jump or Swim), stealth +7
Str
+2
Dex
+3
Con
+3
Int
-4
Wis
+1
Cha
-2
AC 18
Fort +9
Ref +9
Will +5
HP 27
Immunities blinded, light
Speed 25 feet, climb 15 feet, swim 15 feet
Offense
Melee Jaws (unarmed) +10, Damage 1d12+2 piercing
Melee Claw (agile, finesse, unarmed) +11, Damage 1d8+2 slashing
Abilities
Crushed Windpipes — The blindheim can't vocalize and is Slowed 1 until its neck injuries heal.
Spotlight (concentrate, light) — Bright light shines from the blindheim's eyes in a 30-foot emanation (also creating dim light to 60 feet). Each creature in the bright light when the blindheim uses this action, or who enters it while the light continues, must attempt a DC 18 Fortitude save. It is then temporarily immune for 1 hour. This light remains until the blindheim dims its eyes by using this action again.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round.
Failure The creature is Blinded for 1d4 rounds.
Critical Failure The creature is Blinded for 1 hour.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round.
Failure The creature is Blinded for 1d4 rounds.
Critical Failure The creature is Blinded for 1 hour.
WORKS WELL WITH
CrasherLAND / AQUATIC / VERTICALA Crasher pushes enemies into the Spotlight emanation where the Snare's light-zone effect pressures grouped or hidden targets.
AnvilLAND / AQUATIC / VERTICALAn Anvil holds enemies inside the bright light, keeping them exposed to the Snare's area denial while the Blindheim attacks with its jaws.
FlankerLAND / AQUATIC / VERTICALA Flanker uses the terrain to herd enemies back into the Spotlight, solving the positioning tension between the zone's static area and mobile foes.
PUNISHES
✖ stealth✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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