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MymnianCreature 13


Rare​Medium​Fiend​Sahkil​Unholy​
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +24 (darkvision)
Languages Chthonian, Common, Diabolic, Empyrean, Requian, Telepathy 100 Feet
Skills Acrobatics +24, Athletics +24, Deception +27, Intimidation +27, Occultism +24, Society +24, Stealth +26
Str +5, Dex +8, Con +7, Int +5, Wis +5, Cha +8

AC 34; Fort +21; Reflex +26; Will +24;
HP 235
Speed 30 feet (fly 30 feet)
Immunities fear effects
Weaknesses Holy 10

Claw One Action +26 (+22, +18) to hit (agile, finesse, reach 10) 3d6+11 Slashing

Easy to Call

A mymnian's level is considered 2 lower for the purpose of being conjured by the Binding Circle ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.

Watchful Presence (aura, divine, emotion, fear, mental, visual)

60 feet. Even when a mymnian doesn't notice you, you feel like they—or something worse—are watching. A creature that begins its turn inside the aura feels an overwhelming sense of being watched, gaining a +2 status bonus to Perception checks but taking a –2 penalty to saving throws against fear effects. A creature in the aura can't reduce the value of its Frightened condition below 1.

Effect: Watchful Presence

Doomed to Rise

A creature that dies from an attack by a mymnian while frightened becomes a ghost within the next 24 hours.

Extract Ghost One Action (divine, emotion, fear, mental)

Frequency once per round


Effect The mymnian attempts a claw Strike. If it hits, it deals no damage—instead, the mymnian's claws hook onto the target's soul and, for a moment, tug it out of the body so that the victim can catch a glimpse of how it will look after it dies. The target takes 5d8 mental damage with a DC 33 will save.


Critical Success The target takes no damage.

Success The target takes half damage.

Failure The target takes full damage and becomes Frightened 1.

Critical Failure The target takes double damage and becomes Frightened 2.


Occult Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Figment, Void Warp
1st Level: Fear
2nd Level: Illusory Creature
4th Level: Translocate, Vapor Form (At Will)
5th Level: Illusory Scene
6th Level: Spirit Blast
7th Level: Possession


A mymnian enjoys the unique fear and foolish, panic-induced acts that mortals display when confronted with what they fear to be ghosts. Be it a mymnian that uses their own abilities to mimic a haunted abode or one that settles into an area with actual ghosts, a haunted house under the watchful eye of one of these manipulative sahkils is never a safe place for the living. Typically, a mymnian wears what appears to be a billowing gray cloak to look like an oversized humanoid figure, only to cast aside the cloak to reveal that their head and torso are a mass of humanoid and animal skulls, melted into a hideous conglomeration with each bony face looking outward in different directions. They walk upon five long skeletal arms that end in bony, humanlike hands. And that cloak? Nothing less unsettling than long, rippling folds of leathery flesh that hang from their body like a cape.

Eerie Rumors

Towns that host a haunted house would expect most people to steer clear of them, but there's always a reason for someone new to brave the terrors. Rumors might spread about lost treasures, some might dare friends to "just spend one night," or others might seek to learn tantalizing secrets from the beyond; whatever the form, these lures are cultivated by a mymnian, eager to draw new victims into their playground.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Sahkil

Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.

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.