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Godclaw HellcrownCreature 7


UncommonTinyUndeadUnholy
Source Pathfinder Adventure Path: Hellbreakers
Perception +15 (darkvision)
Languages Common
Skills Intimidation +17, Stealth +15
Str -1, Dex +4, Con +2, Int +0, Wis +2, Cha +2

AC 24; Fort +12; Reflex +18; Will +15;
HP 115 (void healing)
Speed 0 feet (fly 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Void Healing

A 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.

Agony Lash (divine)

A creature damaged by the godclaw hellcrown's spectral lash Strike must attempt a DC 23 fortitude save. On a failure, the tip of the lash is embedded in the creature, dealing 1d6 persistent,bleed damage and imparting a –5-foot status penalty to the target's Speeds for 1 minute. Each additional embedded tip increases the bleed damage by 1 and the penalty to Speed by 5 feet. A creature can remove a tip with an Interact action to reduce the amount of bleed damage and the penalty to Speed. Pulling out the last tip removes both conditions.

Forbidding Stare One Action (concentrate, emotion, fear, mental, visual)

All creatures that can see the hellcrown and are affected by agony lash must attempt a DC 25 will saving throw. A creature that fails is Frightened 1, and on a critical failure, it becomes Fleeing for as long as it's frightened. Regardless of the result, the creature is then temporarily immune to Forbidding Stare for 10 minutes.


Divine Innate Spells (DC 23, +15 to hit)

Cantrips (4th Level): Telekinetic Projectile
1st Level: Command (At Will)
3rd Level: Crisis of Faith
4th Level: Divine Wrath


Hellcrowns are a known hazard when fighting any order of Hellknights, especially so when those knights hail from the Order of the Godclaw. These hellcrowns seem to have a much better grasp on the necromancy that weaves through their existence and have been reported to form spectral weapons from their ghostly bodies that they can whip at their foes at a moment's notice. These are some of the most dangerous hellcrowns one can meet.


Those well-versed in the art of fighting against Hellknights warn their comrades to avoid decapitating their foes. This is because a Hellknight's unearthly loyalty can sometimes imbue their helmet with void energy, resulting in a restless spirit called a hellcrown. Hellcrowns float through the air, their ghostly bodies resembling smoky apparitions of the armor they once wore in life, and though they retain their twisted allegiance to their cause, little else remains of their former humanity and sense of self.

Hellcrowns don't join their living counterparts in armies or regiments, preferring to haunt the bloody battle sites where they originally fell. The strength of a hellcrown varies depending on the might of the living soldier who fell and the power of their enmity toward the cause of their death. In some cases, particularly powerful hellcrowns have access to spells and even form ghostly swarms to seek vengeance against any they deem responsible for their deaths.


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.

Undead

Once 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.

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.