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NeshkefruCreature 8


UniqueLargeBeastHumanoid
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Perception +18 (darkvision)
Languages Common, Draconic, Sphinx, Truespeech
Skills Lore +19, Arcana +17, Athletics +18, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17
Str +6, Dex +1, Con +3, Int +5, Wis +4, Cha +4

AC 27; Fort +16; Reflex +14; Will +19;
HP 135
Speed 35 feet (fly 40 feet)

Claw One Action +20 (+16, +12) to hit (agile) 2d6+9 Slashing

Bardic Lore

Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Neshkefru has Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Prescient Pounce Reaction

Trigger A creature ends its movement within 30 feet of Neshkefru


Effect Neshkefru moves up to her speed to a location adjacent to the triggering creature and makes a Strike. This movement does not trigger reactions.

Claw Rake Three Actions

Neshkefru rears back on her hind legs and makes two claw Strikes at the same target, using the same attack bonus as her highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.

Riddler's Rune

Once per week, Neshkefru can create a magical symbol as the rune trap ritual. She usually shapes it to take the form of a written riddle and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: Synaptic Pulse (5th), Charm (4th), Fear (4th), Phantom Pain (4th), Sleep (4th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly.

Unleash Visions One Action (auditory, mental)

Frequency Once per day


Effect Neshkefru howls a torrent of prophecies that overwhelm listeners. All creatures in a 20-foot emanation must attempt a DC 27 will save.


Critical Success The creature is unaffected.

Success The creature takes 1d4 persistent,mental damage.

Failure The creature takes 2d4 persistent,mental damage and is Dazzled until the persistent damage ends.

Critical Failure The creature takes 3d4 persistent,mental damage and is Confused until the persistent damage ends.


Occult Innate Spells (DC 27, +19 to hit)

Cantrips (4th Level): Detect Magic
2nd Level: Cleanse Affliction, Dispel Magic, See the Unseen
3rd Level: Clairaudience (At Will), Locate
4th Level: Clairvoyance (At Will), Read Omens
5th Level: Truespeech (Constant)



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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.