LloronaCreature 12
Source Pathfinder Book of the Dead
Perception +20 (darkvision)
Languages Common
Skills Athletics +23, Deception +25, Intimidation +23, Stealth +23
Str -5, Dex +7, Con +1, Int +2, Wis +2, Cha +5
AC 32; Fort +19; Reflex +23; Will +20;
HP 165 (void healing, rejuvenation)
Speed 0 feet (fly 60 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10
Rejuvenation (divine)
When a llorona is destroyed, they re-form after 1d6 days at the site of their death. Resolving the injustice that led to a llorona's death puts them to rest permanently. Alternatively, successfully performing a Consecrate ritual at the site prevents them from re-forming.
Void HealingA 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.
Constrict
(2d6+12) void DC 31 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Funereal TouchA creature touched by a llorona must attempt a DC 29 fortitude save. On a failure, the creature becomes Drained 1 (Drained 2 on a critical failure) or increases their drained value by 1 (2 on a critical failure), up to a maximum of drained 4. Every time a creature becomes drained in this way, the llorona gains 10 temporary Hit Points for 1 hour.
Ghostly GraspA llorona can Grapple corporeal creatures despite being incorporeal. The llorona uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip.
Wail
(auditory, concentrate, incapacitation, mental, occult)The llorona unleashes a somber wail. Each living creature within 120 feet must attempt a DC 31 will save. Regardless of its result, the creature is then temporarily immune for 24 hours.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Fascinated with the nearest body of water and compelled to move toward the water and drown itself. If there's no nearby body of water, the creature instead remains still. The creature can attempt another DC 31 will save at the end of each of its turns. On a success, the creature is no longer fascinated. Once the fascinated condition ends, the creature becomes stunned 1.
Critical Failure As failure, except the creature receives another Will save only at the end of a round in which it's submerged in water.
Grab
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.
Vengeful spirits called lloronas arise from people who died overcome with the grief and shame that comes with the tragic drowning of a child. In life, a llorona may have contributed to the child's death or simply lost the child to a horrible accident. In death, a llorona's pain manifests as a malevolent desire to drown others, imparting the same grief that they share with the person's loved ones. To this end, lloronas remain along riversides and other bodies of water in hopes of drawing their next victim and compelling them to drown themselves.
Lloronas look much like they did in life, except they wear elegant funeral attire in undeath. Though stories typically describe lloronas as women, reports from seasoned adventurers include accounts of lloronas appearing as different genders and with a variety of appearances.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
IncorporealAn 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.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
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.