Zuipnyrn
Creature 3 (rare) — aberration
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDVERTICALaberration
This spectacularly odd creature appears every now and again in various traveling circuses around the Inner Sea. Although carnival barkers make any number of claims about this strange being's origins, the so-called "moon mole" is in fact an alien creature called a zuipnyrn, hailing from a distant planet beyond Golarion's star system. In their infancy, zuipnyrns are spherical and furry, with few features other than a single eye stalk and a round, toothless feeding hole. A zuipnyrn's body is parti
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +9; greater-darkvision
Languages common; (can't speak any language)
Skills stealth +11
Str
+1
Dex
+3
Con
+3
Int
-2
Wis
+2
Cha
+5
AC 20
Fort +10
Ref +10
Will +7
HP 35
Resistances bludgeoning 3
Speed 20 feet, climb 10 feet
Offense
Melee Eye Stalk (agile) +8, Damage 2d4+2 bludgeoning
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.
Alluring Aspect (aura, occult, visual) — 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes Fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour.
The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.
The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.
Beguiling Gaze (occult, visual) — The zuipnyrn attempts to charm a creature within 30 feet that is currently Fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour.
Critical Success The creature is unaffected and is no longer fascinated.
Success The creature is unaffected.
Failure The creature is Helpful toward the zuipnyrn for 1 hour.
Critical Failure The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it.
Critical Success The creature is unaffected and is no longer fascinated.
Success The creature is unaffected.
Failure The creature is Helpful toward the zuipnyrn for 1 hour.
Critical Failure The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it.
Blinding Flare (occult, visual) — The zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can't use Blinding Flare again for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round.
Failure The creature is Blinded for 1 round and dazzled for 1 minute.
Critical Failure The creature is blinded for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 1 round.
Failure The creature is Blinded for 1 round and dazzled for 1 minute.
Critical Failure The creature is blinded for 1 minute.
WORKS WELL WITH
AnvilLAND / VERTICALAnvil pins enemies inside the alluring aura, buying the zuipnyrn multiple rounds of fascination and charm attempts.
CrasherLAND / VERTICALCrasher converts blinded and fascinated enemies into removed threats, stacking momentum on the zuipnyrn's action denial.
MenderLAND / VERTICALMender sustains the zuipnyrn through its modest HP while it maintains aura pressure turn after turn.
PUNISHES
✖ clumping✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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