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Anoreth ZorillenCreature 8


UncommonMediumHumanHumanoid
Source Pathfinder #215: To Blot Out the Sun
Perception +18
Languages Aklo, Azlanti, Diabolic, Draconic, Jotun, Sakvroth
Skills Lore +20, Arcana +18, Crafting +18, Deception +14, Diplomacy +14, Occultism +16, Religion +16, Society +16, Thievery +13
Str +1, Dex +1, Con +2, Int +4, Wis +4, Cha +2

AC 24; Fort +14; Reflex +13; Will +18;
HP 110
Speed 25 feet

Staff One Action +16 (+11, +6) to hit (two hand d8) 2d4+3 Bludgeoning

Drain Bonded Item Free Action (arcane)

Frequency once per day

Requirements Anoreth's bonded item is on their person


Effect Anoreth expends magical energy stored in their bonded item. During the current turn, they can cast one spell they prepared today and already cast, without spending a spell slot. They must still Cast the Spell and meet the spell's other requirements.

Scrap Ward Reaction

Trigger A construct within 60 feet of Anoreth is damaged


Effect Anoreth clenches their fist, magically seizing the raw materials damaged by the triggering Strike and drawing it toward themself. These materials orbit Anoreth in a defensive ward, granting them 10 Temporary Hit points until the end of their next turn.

Steady Spellcasting

If a reaction would disrupt Anoreth's spellcasting action, they attempt a DC 15 flat; if they succeed, their action isn't disrupted.

Familiar

Anoreth's familiar is a pipefox named Kiriki, who is usually in area D5. Kiriki has a Speed of 25 feet, climb Speed of 20 feet, darkvision, and the independent familiar ability. She otherwise functions as a pipefox.

Reach Spell One Action

Anoreth extends their spells' range. If the next action they use is to Cast a Spell that has a range, increase the spell's range by 30 feet.

Recall Kiriki One Action (arcane, teleportation)

Anoreth calls out Kiriki's name and snaps their fingers, causing their pipefox familiar (and up to 1 Bulk of objects carried by Kiriki) to instantly transport to an adjacent square of Anoreth's choice, provided Kiriki is within 1 mile.


Arcane Prepared Spells (DC 26, +18 to hit)

Cantrips (4th Level): Detect Magic, Detect Metal, Electric Arc, Light, Needle Darts
1st Level: Conductive Weapon, Illusory Disguise
2nd Level: Animated Assault, Blazing Bolt, Blur, Darkvision, Revealing Light, Translate
3rd Level: Lightning Bolt, Noxious Metals, Slow
4th Level: Creation, Fly

Wizard School Spells (DC 26, +18 to hit)

1st Level: Augmented Body
4th Level: Conjured Clockwork



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.