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Usilket

Creature 13 (unique) — humanoid

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLAND

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +24; darkvision
Languages common, draconic, kelish, kholo, mwangi, osiriani, vudrani; tongues
Skills acrobatics +24, athletics +22, diplomacy +25, Katapesh Lore +26, medicine +24, Mercantile Lore +24, performance +23, society +26
Str
+3
Dex
+5
Con
+1
Int
+3
Wis
+5
Cha
+4
Items +1 Striking Handwraps of Mighty Blows, Guardian Aluum Charm, Hat of Disguise (Greater)
AC 34 Fort +20 Ref +24 Will +24
HP 238
Resistances force 10
Speed 25 feet

Offense

Melee Fist (agile, finesse, magical, nonlethal, unarmed) +25, Damage 3d10+9 bludgeoning plus Grab

Abilities

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.
Absorb Force (arcane, force) — Frequency once per round

Trigger A Force Barrage is fired at Usilket, and they are aware of it and have a free hand

Effect Usilket "catches" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can only be used for Force Bolt. The energy lasts for 6 rounds or until it is released.
Attack of Opportunity
Flurry of Blows (flourish) — Usilket makes two Strikes with their fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.
Force Bolt — 1 to 3
Usilket fires two Force Barrage per action spent, dealing 1d4+1 force damage each. They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls three missiles instead of two, expending the held energy.
Meditative Therapy (healing) — Frequency once per day

Effect One of Usilket's most unusual abilities is a technique they learned during a long visit to Jalmeray. Usilket enters a trancelike state for 10 minutes, during which they can attempt to remove a disease or one of the following conditions: Clumsy, Drained, Enfeebled, or Stupefied. To remove the disease or condition, Usilket must counteract the disease or condition with a Medicine check. Usilket can attempt to counteract a disease or condition present in another creature, as long as that creature remains adjacent to the witchwyrd during the entire meditation.
Powerful Fists — Usilket's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks.
Grab
Arcane Innate Spells DC 33, attack +25
5th Tongues (Constant)
4th Dimension Door, Resilient Sphere, Suggestion
2nd Dispel Magic, Mirror Image, Resist Energy (×2)
1st Floating Disk (At Will), Unseen Servant (At Will)
Cantrips (5th) Detect Magic
Divine Focus Spells DC 32, attack +25; 3 Focus Points
5th Wind Jump
4th Abundant Step
3rd Ki Blast
2nd Wholeness of Body
1st Ki Rush, Ki Strike

WORKS WELL WITH

AnvilLANDAn Anvil draws enemy attention, resolving the durability tension by letting the Crasher close to Flurry range without absorbing the full enemy response.
MenderLANDA Mender sustains Hit Points over protracted melee exchanges, addressing the attrition tension the Crasher faces in extended combat.
ShadeLANDA Shade debuffs priority targets before engagement, creating openings the Crasher exploits through Flurry of Blows damage output.

PUNISHES

✖ standing still✖ low Fortitude
A second Crasher competes for the same melee space and neither provides the defensive or control support the other needs.
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 #191: The Destiny War.

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