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Madam SkerzanaCreature 8


UniqueMediumEarthFey
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +20
Languages Aklo, Chthonian, Common, Petran
Skills Lore +20, Athletics +18, Deception +18, Nature +18, Occultism +18
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0

AC 27; Fort +17; Reflex +14; Will +20;
HP 104
Speed 25 feet
Immunities paralyzed, petrified, visual
Weaknesses Cold Iron 5
Resistances Physical 10

Claw One Action +20 (+16, +12) to hit (agile, unarmed) 2d6+12 Slashing

Mirrosight

As long as Madam Skerzana holds a hand mirror, she can see through the mirror with darkvision and the effects of truesight. She's blind when she isn't holding a mirror.

Light Sickness

A stygira in an area of bright light is Sickened 1.

Mirror Gaze One Action (emotion, fear, mental, primal)

Madam Skerzana holds aloft her antique silver mirror and gazes through it into the past or future of a creature within 30 feet, infusing its thoughts with visions of their helplessness as a new-born baby or of a potential death from violence or peril in the future. Madam Skerzana chooses if she's showing the past or the future when she uses Mirror Gaze. The targeted creature must attempt a DC 26 will save or become affected as indicated below, depending on which vision Madam Skerzana chose to impart.

The Past A glowing green eye momentarily opens on the right side of Madam Skerzana's face, and the target creature becomes Stupefied 1 (Stupefied 2 on a critical failure) as their mind reverts to a limited infantile intellect. At the end of the character's turn, the value of this stupefied condition decreases by 1.

The Future A glowing blue eye momentarily opens on the left side of Madam Skerzana's face, and the target creature becomes Frightened 1 (Frightened 2 on a critical failure) as their mind reels from a harrowing vision of their imminent death. Describe this death vision to the PC briefly, choosing one of the Arudoras that the party has yet to encounter and defeat. When that PC encounters that Arudora later in the campaign, they must attempt a new DC 26 will save to avoid becoming frightened 1 (frightened 2 on a critical failure) all over again.

Stone Curse (curse, primal)

Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 26 fortitude save or become permanently Slowed 1 (Slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it's petrified. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.


Occult Innate Spells (DC 26, +18 to hit)

Cantrips (4th Level): Know the Way, Read Aura
2nd Level: Augury
3rd Level: Clairaudience, Earthbind
4th Level: Clairvoyance, Read Omens, Shape Stone



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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.

Fey

Creatures of the First World are called the fey.