Lyrt CozurnCreature 15
Source Pathfinder #154: Siege of the Dinosaurs
Perception +27 (darkvision)
Languages Aklo, Chthonian, Common, Telepathy 100 Feet
Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28
Str -5, Dex +7, Con +0, Int +1, Wis +6, Cha +8
AC 35; Fort +19; Reflex +28; Will +29;
HP 280 (void healing)
Speed 0 feet (fly 50 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 15
Frightful Presence (aura, divine, emotion, fear, mental)
30 feet. DC 33 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.
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.
Inhabit Object
(occult, possession)Lyrt possesses an object of size Large or smaller within 20 feet, making it an animated object. This animated object's level can be no higher than Lyrt's level -2. If the target object is being held by a creature, the bearer can attempt a DC 34 will save to prevent the possession.
This possession ends when the object is destroyed or Lyrt leaves it. At this point, Lyrt reappears in the object's square and can't Inhabit an Object again for 1d4 rounds.
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.
Malevolent Possession
(incapacitation, mental, occult, possession)Lyrt attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell with an unlimited duration, except since Lyrt doesn't have a physical body, it is unaffected by that restriction.
When Lyrt departs, the target has only confused and incoherent memories of the period during which they were possessed. If a creature dies while possessed by Lyrt and its corpse remains intact, Lyrt can immediately inhabit the corpse (see Inhabit Body) as a reaction, in which case the corpse acts like an animated object.
Occult Innate Spells (DC 35, +31 to hit)
Cantrips (8th Level): Telekinetic Projectile
1st Level: Fear, Fear (At Will)
2nd Level: Telekinetic Maneuver (At Will)
3rd Level: Chilling Darkness
4th Level: Modify Memory
6th Level: Dominate, Feeblemind
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.
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.