🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ozthoom Shadow DoubleCreature 14


Large​Fey​Summoned​
Source Pathfinder Monster Core 2
Perception +25 (lifesense (precise) 120 feet, low light vision)
Languages Aklo, Common, Fey, Can't Speak Any Language, Telepathy 100 Feet
Skills Acrobatics +28, Deception +25, Intimidation +27, Nature +22, Stealth +28
Str +7, Dex +8, Con +4, Int +2, Wis +2, Cha +5

AC 35; Fort +23; Reflex +28; Will +24;
HP 85
Speed 0 feet (fly 75 feet)
Weaknesses Cold Iron 10

Claw One Action +25 (+21, +17) to hit (agile, cold iron, unarmed) 3d6+15 Slashing
Wing One Action +25 (+20, +15) to hit (cold iron, reach 10) 2d6+15 Piercing + 2d6 Bleed

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.

Lifesense 120 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Saving throws against Light effects

A shadow double that attempts a saving throw against a light effect can't get a result better than failure.

Sneak Attack

A ozthoom shadow double's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.


Ozthooms are shadowy killers who serve powerful fey creatures or even the Eldest—the demigods of the First World. Amid the courts of the Eldest or other powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ozthooms never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into their victim's mind. While an ozthoom's body is a strange, fleshy material, their deadly claws and cruel hooked wings are made from razor-sharp cold iron, a quality that makes them highly feared among other fey. A typical ozthoom is 10 feet tall and has an 8-foot wingspan, but it weighs less than 80 pounds.

While most ozthooms serve powerful masters, a few of these murderous fey have been left to their own devices and serve none but their own capricious whims. In some cases, their master has been slain, while in others, the ozthoom has been released from service for any number of reasons. An ozthoom left to indulge their cruel desires unrestrained is often the most dangerous ozthoom of them all.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.

Summoned

A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher rank than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.