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AznithakantusCreature 13


UniqueLargeMummyUndeadUnholy
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +24 (darkvision, see invisibility)
Languages Common, Necril, Truespeech
Skills Lore +27, Arcana +27, Athletics +25, Deception +24, Intimidation +26, Occultism +27, Religion +24
Str +8, Dex +4, Con +5, Int +8, Wis +5, Cha +7

AC 33; Fort +24; Reflex +19; Will +26; +1 status to all saves vs. vitality
HP 265 (void healing)
Speed 35 feet (fly 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 15

Claw One Action +27 (+23, +19) to hit (agile, unarmed) 3d6+11 Slashing

Bardic Lore

Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic.

Rejuvenation (divine)

When Aznithakantus is destroyed, the energies of the Bastardhall Curse rebuild her body on the steps of the onyx ziggurat over 1d10 days; if her body is destroyed during that time, the process starts as new. She can be destroyed permanently if the Bastardhall Curse is lifted.

+1 Status to All Saves vs. VitalityBlindingly Flammable (aura, light, occult)

30 feet. Aznithakantus's leathery undead flesh is infused with strange reagents. Whenever she takes fire damage, the fire flares blindingly bright, and any creature in the aura's area must succeed at a DC 30 fortitude save or become Dazzled for 1 round (or Blinded for 1 minute on a critical failure); this is a visual effect. When she takes persistent fire damage, these flames leap out and burn any creature in the aura for an equal amount of damage (DC 30 reflex save).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Claw Rake Three Actions

The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.

Gift of Dust One Action (occult, void)

Requirements Aznithakantus's last action was a successful claw Strike


Effect Dust from Aznithakantus's claw seeps into the wound, infecting the target with painful aches as the flesh around the wound grows gray and begins to flake away in dusty chunks. The creature takes 5d8 void damage with a DC 24 will save. If the creature critically fails the saving throw, it becomes Stunned 3.

Pounce One Action

The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action Hidden, they remain hidden until after the attack.

Riddler's Rune

Once per week, a Sphinx can create a magical symbol as the Rune Trap ritual. The sphinx usually shapes it to take the form of a written riddle and sets the password to the answer.

A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 33 will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: Synaptic Pulse (7th), Charm (7th), Fear (7th), Phantom Pain (7th), Sleep (7th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly.


Occult Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Daze, Detect Magic
2nd Level: Cleanse Affliction, Dispel Magic, See the Unseen (Constant)
3rd Level: Clairaudience (At Will), Locate
4th Level: Clairvoyance (At Will), Outcast's Curse, Read Omens
5th Level: Truespeech (Constant)
6th Level: Spellwrack
7th Level: Retrocognition



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Mummy

A mummy is an undead creature created from a preserved corpse.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.