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Jinnivere ArudoraCreature 8


UniqueMediumUndeadUnholy
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +18 (lifesense (imprecise) 60 feet)
Languages Common, Necril
Skills Athletics +18, Intimidation +16, Nature +18, Survival +16
Str +6, Dex +0, Con +2, Int +2, Wis +4, Cha +4

AC 25; Fort +16; Reflex +12; Will +18; +1 status to all saves vs. magic
HP 150
Speed 20 feet
Immunities bleed, death effects, disease, fear effects, paralyzed, poison, unconscious
Weaknesses Holy 10

Striking Wounding Bastard Sword One Action +19 (+14, +9) to hit (magical, two hand d12) 2d8+8 Slashing + 1d6 Bleed
Riding Crop One Action +18 (+14, +10) to hit (agile, magical) 4d6 Mental

+1 Status to All Saves vs. MagicFast Healing 5

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Easy to Enrage (auditory, concentrate, emotion, linguistic, mental)

Jinnivere still carries anger and frustration about the way her brother Augsten used to mercilessly tease her agility and lanky frame. A PC can attempt to insult her in the same way by making a special attempt to [/act demoralize] her with a DC 24 intimidation check, with the following results.


Critical Success The insult cuts deep. Jinnivere loses the effects of her Head Hunter ability and Frightful Presence for the next hour, becomes Slowed 1 on her next turn as she spends one of her actions sputtering and seething in anger. The DC for her to Command an Animal on her mount rises to DC 28. The next attempt to enrage her using this insult by any PC gains a +4 circumstance bonus to the Intimidation check.

Success Jinnivere sputters with anger at the insult and loses the effects of her Head Hunter ability and Frightful Presence until the end of her next turn. On her next turn, she focuses her attacks on the insulting PC (unless a different PC achieves this result before her turn, in which case her anger shifts to that PC). The next attempt to enrage her using this insult by any PC gains a +2 circumstance bonus to the Intimidation check.

Failure As success, but Jinnivere retains her Head Hunter ability and no circumstance bonus is granted.

Critical Failure Jinnivere is annoyed but not otherwise bothered by the insult. The PC who critically failed the check cannot attempt to enrage her in this way again for 1 minute.

Frightful Presence (aura, emotion, fear, mental)

30 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.

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.

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.

Agonizing Welts (curse, occult)

Jinnivere can wield her riding crop as a melee weapon to create agonizing pain in the minds of those she strikes. It also inflict a curse that causes their mental pain to manifest as painful visible welts and seeping wounds that never seem to heal. If she inflicts agonizing welts on a creature already afflicted by it, the victim attempts a new save, ignoring the result if it's better than a failure.


Saving Throw DC 26 fortitude

Stage 1 Clumsy 1 (1 round)

Stage 2 Clumsy 2 and all speeds are reduced by 10 feet (1 round)

Stage 3 As stage 2, except Clumsy 3 (1 round)

Stage 4 As stage 2, except clumsy 3 and Slowed 1 (1 round)

Head Hunter

Any slashing weapon gains the Keen rune while a dullahan wields it, and any hatchet they wield gains the Returning rune as well. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target.

Reap Two Actions

The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if it is temporarily immune.

Summon Steed Two Actions (occult)

The dullahan summons a war horse with elite adjustments and the fiend and unholy traits. This steed remains until it is slain, the dullahan Dismisses this effect, or the dullahan Summons a Steed again.



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.

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.