BlackfingersCreature 20
Source Pathfinder #206: Bring the House Down
Perception +35 (greater darkvision, poison sense (precise) 60 feet)
Languages Common, Diabolic, Truespeech
Skills Lore +38, Lore +38, Acrobatics +35, Crafting +38, Deception +35, Intimidation +35, Medicine +37, Occultism +38, Religion +35, Stealth +37
Str +6, Dex +7, Con +9, Int +10, Wis +7, Cha +6
AC 45; Fort +37; Reflex +35; Will +33;
HP 360
Speed 40 feet (climb 30 feet)
Immunities poison
Weaknesses Holy 15
Jaws
+34 (+29, +24) to hit (unarmed) 4d10+16 PiercingDagger
+38 (+34, +30) to hit (agile, finesse, magical, versatile s) 3d4+16 Piercing + 1d6 AcidDagger
+38 (+34, +30) to hit (agile, finesse, magical, thrown 10, versatile s) 4d8+15 PiercingConstant 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.
Consumed by Bloodlust
(emotion, mental)Frequency once per day
Duration 1 minute
Trigger Blackfingers damages a creature
Effect Murderous instinct consumes Blackfingers' mind. He gains a +2 status bonus to attacks and damage with his dagger, but is Stupefied 2 and cannot use concentrate abilities. If he brings a creature to 0 Hit Points while consumed by bloodlust, he gains 20 temporary Hit Points, and this effect ends.
Poison Sense (Precise) 60 feetBlackfingers senses any poisoned creature. He can spend an action with the concentrate trait to determine the poison's type and current stage.
Venomous Aura (aura, occult, poison)60 feet. Each creature that enters or starts its turn within the area must succeed at a DC 39 fortitude saving throw or gain weakness 10 to poison (weakness 15 on a critical failure). Worshippers of Norgorber are immune, as are those who drank any poison in area C3.
Effect: Venomous Aura
Blackfingers' Venom (divine, incapacitation, poison)Blackfingers' dagger is constantly coated with the same insidious toxin that drips from his fangs, and recoats his dagger instantly each time after he Strikes
Saving Throw DC 42 fortitude
Maximum Duration 4 hours
Stage 1 3d6 poison damage
Stage 2 3d6 poison damage and Slowed 1 (1 round),
Stage 3 4d6 poison and Slowed 2 (1 round)
Stage 4 Paralyzed for 1d4 hours.
Change Shape
(arcane, concentrate, polymorph)Blackfingers can take the shape of a Tiny spider. This doesn't change his Speed or jaws Strike, but prevents him from making dagger Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Enhance Poison
(divine)Frequency once per round
Effect Blackfingers causes the save DC of a dose of poison he holds in a hand (or that coats a weapon he holds) to increase to DC 42 until the start of his next turn.
Sneak AttackBlackfingers deals 3d6 extra precision damage to creatures who are Off-Guard.
Stab! Stab! Stab! Stab!
Requirements Blackfingers is Consumed by Bloodlust
Effect Blackfingers lashes out and makes four dagger Strikes against adjacent targets at his current attack modifier but with a –2 penalty. Each attack counts toward his multiple attack penalty but the penalties don't apply until the end of this activity. On each successful hit he restores 15 healing Hit Points. Consumed by Bloodlust's effects then end.
Occult Innate Spells (DC 41, +33 to hit)
4th Level: Vision of Death
5th Level: Hallucination (At Will), Slither (Spiders Instead of Snakes), Toxic Cloud, Truespeech (Constant)
8th Level: Disappearance
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
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.