IbriqueCreature 13
Source Pathfinder Adventure: Shadows at Sundown
Perception +18 (darkvision)
Languages Aklo, Common, Necril, Sakvroth
Skills Acrobatics +27, Crafting +25, Deception +24, Occultism +25, Performance +24, Stealth +27
Str +4, Dex +8, Con +5, Int +6, Wis -1, Cha +5
AC 35; Fort +25; Reflex +28; Will +21;
HP 200
Speed 25 feet (burrow 10 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Jaws
+27 (+22, +17) to hit (finesse, unarmed) 3d10+10 PiercingClaw
+27 (+23, +19) to hit (agile, finesse, unarmed) 3d6+10 SlashingVulnerable to Sunlight
Ibrique takes 20 untyped damage for each hour she is exposed to sunlight.
Cytillesh Stare
(concentrate, incapacitation, mental, visual)Frequency once per round
Effect Ibrique focuses her gaze on a creature she can see within 30 feet. The target is Dazzled for 1 round and must succeed at a DC 33 will save or be Confused for 1 round.
Ghoul Fever (disease)Saving Throw DC 33 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Actor.Ghoul the next midnight.
Profane ParalysisAny living, non-elf creature hit by Ibrique's attack must attempt a DC 33 fortitude save.
Critical Success The creature is unaffected.
Success The creature is Slowed 1.
Failure The creature is Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Occult Innate Spells (DC 33, +25 to hit)
Cantrips (7th Level): Daze, Ghost Sound, Telekinetic Projectile
2nd Level: Darkness (At Will), Sound Burst
4th Level: Confusion, Dimension Door, Modify Memory, Phantasmal Killer
6th Level: Teleport
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.
GhoulGhouls are vile undead creatures that feast on flesh.
UndeadOnce 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.
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.