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Ulat-Kini Mindreaver

Creature 7 (uncommon) — amphibious, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDAQUATICcold

When not being controlled and manipulated by alghollthus, ulat-kinis have found they can develop formidable psychic powers. Those who master this craft are dubbed "mindreavers" by their awestruck kin. Ulat-Kini Culture The creatures who surface humanoids consider scum still hold grand empires beneath the waves. While some ulat-kinis still revere the alghollthu who created them and others have learned to hate their creators, there are ulat-kinis who have found a new way forward. They have devel

Source: sky-kings-tomb-bestiary (Pre-Remaster)

Perception +14; darkvision
Languages alghollthu, sakvroth; telepathy 30 feet
Skills intimidation +15, occultism +15, stealth +12
Str
+1
Dex
+3
Con
+3
Int
+1
Wis
+3
Cha
+6
Items Pendant of the Occult
AC 22 Fort +12 Ref +12 Will +16
HP 100
Resistances cold 10
Speed 20 feet, swim 40 feet

Offense

Melee Claw (unarmed) +14, Damage 1d6+3 slashing
Melee Fangs +12, Damage 2d4+3 piercing

Abilities

Telepathy 30 Feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Psychic Daze (mental, psychic) — The mindreaver targets one creature within 120 feet and violently intrudes into their mind. The target attempts a DC 22 Will save.

Critical Success The target creature is unaffected.

Success The target creature gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.

Failure The target creature takes 2d10 mental damage and gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.

Critical Failure As failure, except the target's weakness to mental damage increases by 2.
Occult Spontaneous Spells DC 22, attack +14
4th Clairvoyance, Seal Fate
3rd Agonizing Despair, Phantom Pain, Sculpt Sound
2nd Blood Vendetta, Soothe, Telekinetic Maneuver
1st Alarm, Déjà Vu, Ill Omen
Cantrips (4th) Daze, Guidance, Message, Shield, Telekinetic Projectile

WORKS WELL WITH

AnvilLAND / AQUATICAn Anvil holds enemies inside the Mindreaver's psychic daze and occult spell range while absorbing pressure.
CrasherLAND / AQUATICA Crasher capitalizes on debilitated targets while the Mindreaver controls engagement from a safe distance.

PUNISHES

✖ low Will
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 #194: Cult of the Cave Worm.

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