ParsusCreature 10
Source Pathfinder #180: The Smoking Gun
Perception +20
Languages Common, Necril
Skills Lore +22, Lore +22, Arcana +24, Deception +19, Intimidation +19, Society +19
Str +4, Dex +3, Con +3, Int +5, Wis +0, Cha +0
AC 29; Fort +18; Reflex +18; Will +20; +2 Status to All Saves vs. Disease and Mental
HP 160 (void healing)
Speed 25 feet
Claw
+21 (+17, +13) to hit (agile, unarmed) 3d8+7 SlashingNecromechanical Innovation
+21 (+16, +11) to hit 2d10+7 BludgeoningSlide Pistol
+20 (+15, +10) to hit (capacity 5, concussive, fatal d10, magical, reload 1) 2d6+3 Piercing+2 Status to All Saves vs. Disease and MentalVoid Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Clockwork Necromancy
(evil, unstable)Parsus winds their necromechanical innovation (see below) to infuse a corpse-riddled area with necromantic energy. The innovation casts Black Tentacles on a point within 100 feet, causing the dead body parts in a 10-foot burst to briefly animate and scrabble at creatures within the area for 1 round.
Explode
(manipulate, unstable)Parsus pushes their necromechanical innovation beyond its normal limits, dealing 10d6 void damage in a 10-foot emanation (DC 31 reflex). Parsus can choose to include themself in this effect.
Necromantic Winding
(manipulate)Parsus winds up their necromechanical innovation. They choose an active effect with the necromancy trait that originated from one of their spells or abilities (such as Clockwork Necromancy). The effect's duration extends to the end of Parsus's next turn.
Necromechanical InnovationAlthough a necromancer by training, Parsus recently developed a complex device called a necromechanical innovation. This device allows Parsus to use their Clockwork Necromancy, Explode, and Necromatic Winding abilities. It otherwise functions as an inventor weapon innovation with no modifications.
Arcane Prepared Spells (DC 31, +23 to hit)
Cantrips (5th Level): Acid Splash, Chill Touch, Detect Magic, Message, Ray of Frost
1st Level: Grim Tendrils, Unseen Servant
2nd Level: False Life, Mirror Image, Spectral Hand
3rd Level: Bind Undead, Vampiric Touch
4th Level: Enervation, Fly, Seal Fate, Vampiric Maiden
5th Level: Cloudkill
Traits
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.
DhampirA creature with this trait has the dhampir versatile heritage. These humanoids are the offspring of vampires and members of other ancestries.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.