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BlackfingersCreature 20


UniqueMediumHumanoidUnholy
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 One Action +34 (+29, +24) to hit (unarmed) 4d10+16 Piercing
Dagger One Action +38 (+34, +30) to hit (agile, finesse, magical, versatile s) 3d4+16 Piercing + 1d6 Acid
Dagger One Action +38 (+34, +30) to hit (agile, finesse, magical, thrown 10, versatile s) 4d8+15 Piercing

Constant 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 Reaction (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 feet

Blackfingers 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 One Action (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 Free Action (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 Attack

Blackfingers deals 3d6 extra precision damage to creatures who are Off-Guard.

Stab! Stab! Stab! Stab! Three Actions

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

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.

Humanoid

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

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.