🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Deep Manifestation of NightmareCreature 9


UncommonLargeAberration
Source Pathfinder Society Scenario #6-09: The Power of Legends
Perception +21 (darkvision)
Languages Aklo, Common, Telepathy 30 Feet
Skills Acrobatics +17, Athletics +20, Intimidation +20, Occultism +15
Str +6, Dex +2, Con +6, Int +0, Wis +3, Cha +6

AC 27; Fort +21; Reflex +15; Will +18;
HP 160
Speed 25 feet (fly 40 feet)
Immunities emotion
Resistances Mental 10

Morphic Limb One Action +21 (+16, +11) to hit (magical, versatile p, versatile s) 2d10+12 Bludgeoning
Nightmare Vision One Action +19 (+14, +9) to hit 4d6+7 Mental

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Constrict Mind One Action

The manifestation of nightmare deals (2d6+9) mental damage to any number of creatures that are Grabbed or Restrained by it (DC 28 will save). Creatures that fail the save are Frightened 1, or Frightened 2 on a critical failure.

Morphic Limb

A manifestation of nightmare can form up to 8 morphic limbs at the same time. These limbs are constantly shifting their features according to the manifestation's whims, becoming fists, claws, pincers, blades, and anything else that it can imagine.

Recurring Nightmare

A Frightened creature that is being Grabbed by a manifestation of nightmare can't reduce the value of its frightened condition below 1 until it Escapes.

Unnerving Echo

If the manifestation of nightmare critically hits with a nightmare vision Strike, the target is Frightened 1.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.