BinumirCreature 3
Source Pathfinder #157: Devil at the Dreaming Palace
Perception +10 (darkvision)
Languages Common
Skills Society +10
Str -4, Dex +4, Con +3, Int +0, Wis +1, Cha +0
AC 19; Fort +9; Reflex +12; Will +8;
HP 25 (void healing)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 2
Delay Condition
The binumir's dual spirit takes longer to be affected by detrimental effects. When the binumir is the target of an effect that imparts the Confused, Controlled, Fascinated, Frightened, Sickened, Slowed, or Stunned condition, the condition is automatically suppressed until the end of the binumir's next turn.
Void HealingA 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.
Agonizing Wail
(auditory, concentrate)The binumir unleashes a distressing cry that fills others with wrenching sadness. Creatures within 30 feet must attempt a DC 17 will save.
Critical Success The target is unaffected and is temporarily immune to Agonizing Wail for 1 minute.
Success The target can't use reactions for 1 round.
Failure The target is Slowed 1 and can't use reactions for 1 minute as it sobs uncontrollably. It can attempt a new Will save to end the effect at the end of each of its turns.
Critical Failure As failure, but the target can't make saves to end the effect.
Dual Assault
The binumir makes four Strikes; no more than two can be against the same target.
These attacks count toward the binumir's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
UndeadOnce 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.
UnholyEffects 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.