OwbCreature 6
Source Pathfinder Monster Core 2
Perception +13 (greater darkvision)
Languages Caligni, Cant Speak Any Languages, Telepathy 100 Feet
Skills Acrobatics +15, Deception +13, Diplomacy +11, Occultism +12, Religion +11, Stealth +15
Str +4, Dex +5, Con +4, Int +0, Wis +3, Cha +3
AC 24; Fort +14; Reflex +15; Will +13;
HP 90
Speed 5 feet (fly 30 feet)
Immunities cold
Claw
+16 (+12, +8) to hit (agile, magical, unarmed) 1d8+7 Slashing + 1d8 ColdBurning Cold
+17 (+12, +7) to hit (magical) 2d8 Cold + 1d8 ColdGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Telepathy 100 feet (aura, magical, mental)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Light BlindnessWhen first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Curse of Darkness
(curse, darkness, occult)The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 23 fortitude save.
On a failure, the creature gains Light Blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute.
If the owb uses this ability on a caligni, the curse can't be removed short of a Wish ritual or similar powerful magic.
Occult Innate Spells (DC 23, +15 to hit)
Cantrips (3rd Level): Daze, Read Aura, Shield, Void Warp
2nd Level: Darkness (At Will), Invisibility
3rd Level: Mind Reading (At Will)
5th Level: Shadow Blast, Umbral Journey
7th Level: Interplanar Teleport (Self Only, To or From the Netherworld Only)
Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among calignis, an owb hides from mortals they deem beneath them-even including calignis in their charge. An owb prefers to select one caligni leader to control from the shadows, manipulating them using charisma and magic. Through coersion of such agents, owbs maintain a steady hand in the politics of the community, either blessing and breaking pacts with other creatures or acting as intermediaries and ambassadors between calignis and powerful external entities.
These ancient denizens of the Netherworld appear as grayish humanoid torsos covered in translucent funereal veils of shadow. Silent and mysterious, they float about, absent of legs to hold them aloft. Never speaking a word aloud, they instead reach into the minds of nearby creatures to whisper curses, threats, and strange bits of forlorn augury.
These haunting creatures are revered by calignis as proxies of the Forsaken—a strange array of ancestor-like demigods whom many calignis worship. Some even believe owbs are the Forsaken manifested, and that they are able to subtly manipulate creatures on the Netherworld without leaving behind any indication.
A multitude of owbs visit and even remain to advise caligni communities, as varied in personality as the Forsaken. All owbs share a hatred of light and color, except for the flickering glow of the burning cold magic they can hurl as a weapon. Owbs who live among calignis tend to prohibit the use of light and color, using their curse of darkness to quench violators if necessary. The only other similarity across all owbs is their entrenched desire to manipulate their charges through mind-reading and deception, though such manipulation can be either subtle or overt.
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.
ShadowThis magic involves shadows or the energy of the Netherworld.