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Eye of ChoralCreature 7


Unique​Large​Construct​Dragon​Fire​Incorporeal​Primal​Shadow​
Source Pathfinder Society Scenario #7-19: The Lost Legacy
Perception +16 (darkvision, scent (imprecise) 60 feet, key sense, smoke vision)
Languages Common, Draconic, Hallit, Skald, Pyric
Skills Lore +15, Lore +20, Lore +20, Acrobatics +11, Athletics +17, Deception +17, Diplomacy +15, Intimidation +17, Nature +14, Society +15
Str +5, Dex +1, Con +4, Int +4, Wis +2, Cha +3

AC 24; Fort +17; Reflex +13; Will +15;
HP 115
Speed 40 feet (fly 120 feet)
Immunities fire, precision
Resistances All Damage 5

Jaws One Action +18 (+13, +8) to hit (fire, illusion, magical, reach 10) 1d6 Fire + 2d10+5 Piercing
Horn One Action +16 (+11, +6) to hit (illusion, magical, reach 10) 2d10+7 Piercing
Claw One Action +18 (+14, +10) to hit (agile, illusion, magical) 2d8+5 Slashing
Tail One Action +16 (+11, +6) to hit (illusion, magical, reach 15) 2d10+5 Bludgeoning
Wing One Action +16 (+12, +8) to hit (agile, illusion, magical, reach 10) 2d6+7 Slashing

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 23 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Key Sense (detection)

The Eye of Choral was created alongside several magical keys. It can sense the presence of these keys anywhere in Rahasia Rinca, communicate telepathically with anyone bearing a key within the complex, and always knows whether a creature possesses such a key.

Reactive Strike (Jaws Only) 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.

Shadow Construct (illusion)

The Eye of Choral is only semi-real. The first time each round a PC is hit by one of the Eye's Strikes, the creature makes a DC 23 will save to realize the creature's attacks aren't wholly real. The result applies to the damage of that Strike and lasts until the start of the creature's next turn.


Critical Success The creature gains resistance to damage from the Eye's Strikes equal to its level.

Success The creature gains resistance to damage from the Eye's Strikes equal to half its level.

Failure The creature is affected by the Eye's Strikes as normal.

Draconic Frenzy Two Actions

The Eye makes two claw Strikes and one wing Strike in any order

Draconic Momentum

The Eye recharges their Pyre Breath whenever they score a critical hit with a Strike.

Pyre Breath Two Actions (fire, primal)

The Eye breathes a blast of flame that deals 7d6 fire damage in a 40-foot cone (DC 23 reflex save). Creatures that critically fail their save catch fire, taking 1d6 persistent,fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The Eye can't use Pyre Breath again for 1d4 rounds.

Stoke the Flames One Action (fire, primal)

The Eye intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 2d6 fire damage.



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.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Incorporeal

An 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.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.

Shadow

This magic involves shadows or the energy of the Netherworld.