NinkondaCreature 17
Source Pathfinder Monster Core 2
Perception +29 (darkvision, truesight (precise) 30 feet)
Languages Common, Empyrean, Truespeech
Skills Acrobatics +27, Athletics +34, Diplomacy +34, Intimidation +30, Religion +28, Society +26
Str +9, Dex +4, Con +7, Int +3, Wis +6, Cha +7
AC 39; Fort +30; Reflex +27; Will +33;
HP 350
Speed 30 feet (fly 45 feet)
Weaknesses Unholy 15
Nailed Fist
+34 (+30, +26) to hit (agile, holy, magical, versatile p) 2d8 Piercing + 2d6+17 BludgeoningNail Blast
+34 (+29, +24) to hit (holy, magical) 3d8+8 Piercing + 2d8 BleedAura of Refection (aura, divine, holy, mental, visual)
60 feet. The ninkonda's mirror refects the weaknesses in creatures' souls. A creature that enters or starts its turn in the aura must succeed at a DC 36 will save or be Dazzled and take a –2 penalty to Will saves against the ninkonda's abilities for 1 round.
Effect: Aura of Reflection
Reactive Strike
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Refect Spell
Trigger The ninkonda is targeted by a ranged spell attack
Effect The ninkonda attempts to refect the spell with the mirror in their armor. They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is refected back at the caster, who must roll a second ranged spell attack against their own AC to determine if the spell hits them instead.
Nail Barrage
(divine)The ninkonda sprays a mass of nails that deal 14d8 piercing damage in a 20-foot emanation with a DC 38 reflex save. They can't use Nail Barrage again for 1d4 rounds.
Soul Reflection
(divine, holy, mental, visual)The ninkonda aims the mirror in their armor at a creature Dazzled by their aura of refection to force the creature to gaze upon its past sins. The creature must succeed at a DC 38 will save or become Slowed 1 for 1 round as it refects upon its actions (or 1 minute on a critical failure, as the creature's actions continue to weigh on it). A holy creature or a morally upstanding creature (as determined by the GM) uses the outcome that is one degree of success better than it rolled on its save. A creature that fails its save is then temporarily immune to Soul Refection for 1 minute.
Divine Innate Spells (DC 38, +30 to hit)
Cantrips (9th Level): Divine Lance, Light
3rd Level: Ring of Truth (At Will)
5th Level: Truespeech, Truespeech (Constant)
6th Level: Truesight (Constant)
7th Level: Interplanar Teleport (self only)
8th Level: Pinpoint
Rituals
When once-honorable mortals fall to wickedness and perform terrible atrocities, ninkondas set out to track them down. Clad in plate armor that features a brilliantly shining mirror in the chest and bearing spikes and nails impaled into their bodies, ninkondas serve as hunters for celestial forces. Rather than immediately slaying their quarries, however, ninkondas do their best to encourage a change of heart and foster eventual redemption in their targets. Ninkondas use their mirrors to refect the sins of the target and showcase the state of their soul, and many targets seek to change after glimpsing this refection. Those who don't soon fnd themselves facing off against the wordless might of their hunter.
Traits
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.
AngelThis family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.