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LovelornCreature 4


UncommonTinyUndeadUnholy
Source Pathfinder Monster Core 2
Perception +10 (darkvision, lifesense (precise) 30 feet)
Languages Common, Can't Speak Any Language
Skills Athletics +11, Occultism +8, Stealth +13
Str +4, Dex +5, Con +3, Int -2, Wis +2, Cha +3

AC 21; Fort +9; Reflex +13; Will +12;
HP 60 (void healing)
Speed 25 feet (climb 25 feet)
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious

Fangs One Action +13 (+8, +3) to hit (finesse) 1d6+6 Piercing + 1d6 Bleed
Gory Tendril One Action +13 (+9, +5) to hit (agile, finesse) 1d4+6 Bludgeoning

+2 Perception to Sense MotiveLifesense 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Gloom Aura (aura, emotion, illusion, mental, occult)

60 feet. A lovelorn's presence instills unease and turns the air cold, dark, and stale. Creatures within the aura take a -1 circumstance penalty to saving throws made to resist emotion effects.

If the lovelorn makes a place home for a week or more, that location can become suffused with this magic even outside the lovelorn's aura, lasting until the lovelorn leaves or is destroyed.

Effect: Gloom Aura

Skitter Away Reaction

Trigger A creature ends its movement in a space adjacent to the lovelorn


Effect The lovelorn Strides or Climbs 10 feet away from the triggering creature. This movement does not trigger reactions.

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.

Cynic's Curse (curse, emotion, mental, occult)

A creature hit by a lovelorn's fangs Strike must attempt a DC 19 will save as it grows morose and listless. If the creature would be affected by a Calm spell, that spell attempts to counteract this curse instead of having its normal effect.


Critical Success The target is unaffected.

Success For 1 minute, the target can't benefit from helpful emotion effects, but can still be affected by harmful emotion effects.

Failure As success, plus the target is Fatigued for the same duration.

Critical Failure As failure, but the curse's effects are permanent.

Grab One Action

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.


Occult Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Figment, Telekinetic Hand
1st Level: Fear, Illusory Object (At Will)
2nd Level: Illusory Creature (At Will), Invisibility


Rituals

Create Undead (doesn't require secondary casters)


A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling beneath. Their twisted forms hint at their ghastly origin, as these undead form from those who die tragic deaths in service to toxic love: star-crossed lovers who die rather than accept a life apart from one another, rejected suitors whose unrequited affections warp into malice, and other victims of tragic relationships both romantic and otherwise. Any of these might spawn a lovelorn in death, their anguish and fixation on their broken heart causing the organ to animate.

A freshly spawned lovelorn often seeks out those it knew in life, stalking and tormenting them or, in some cases, those around them. In undeath, they gain an understanding of emotions and how to manipulate them, cultivating the misery, anger, and cruelty they thrive upon. Typically, these undead long to enact vengeance upon those they feel drove them to their tragic fates, although in rare cases they may instead act as dark guardians, fixating on a particular loved one and "protecting" them by visiting misery upon anyone who slights them.


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.