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PolongCreature 8


Uncommon​Medium​Evil​Incorporeal​Spirit​Undead​Unholy​
Source Pathfinder Book of the Dead
Perception +17 (darkvision, lifesense (precise) 30 feet)
Languages Any One Language Known By The Polong's Creator
Skills Deception +18, Medicine +15, Occultism +13, Stealth +18
Str -5, Dex +6, Con +2, Int +1, Wis +5, Cha +6

AC 24; Fort +12; Reflex +18; Will +19;
HP 100 (void healing)
Speed 0 feet (fly 35 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Holy 5
Resistances All Damage 5

Scythe Claw One Action +20 (+15, +10) to hit (finesse, magical) 2d4+9 Slashing

Lifesense 30 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.

Bottle Bound

A polong is bound to the bottle from which they spawned. They can leave the bottle only at the will of their master and must return to it once every 24 hours to feed on their creator's blood. Otherwise, the polong withers and dies.

Natural Invisibility

A polong is naturally Invisible outside of their bottle. They become visible only when forced out of a possessed creature against their will. Shattering the polong's bottle also forces them to assume a visible form.

Regenerating Bond (occult)

When a polong possesses a creature, the polong's master gains temporary Hit Points equal to the victim's level Ă— the victim's drained value caused by the possession. These temporary Hit Points last as long as the possession lasts.

Void 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.

Polong Possession Three Actions (incapacitation, mental, occult, possession)

The polong attempts to possess an adjacent corporeal creature. This has the same effect as the Possession spell (DC 26 will), except the duration is 24 hours and, since the polong doesn't have a physical body, they're unaffected by that restriction of the spell. If the target has critically failed its save and become fully possessed by this polong before, it gets a save result one degree of success worse than it rolled.

A creature possessed by a polong becomes Drained 1 and Doomed 1. These conditions don't reduce naturally unless the polong spends an entire day without possessing the creature. For each consecutive day the polong is able to return and possess the creature, the drained and doomed values each increase by 1, to a maximum of 4. If the polong possesses a different creature, the conditions end for any creature it previously possessed.

Rend One Action

Scythe Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.


Polongs exist to serve their creators as loyal familiars, spies, and assassins. Their convenience makes them popular among the wicked, as each resides within a glass bottle which normally seems to contain only a small amount of red liquid. When addressed by their owner, a polong appears within their bottle as a tiny, beautiful humanoid drenched in blood. Forcing one to manifest outside the bottle reveals their true shape: a blood-soaked spirit with a hateful visage and sickle-shaped claws.

The ritual to create a polong originated in Minata and is known primarily by Tian-Sing spellcasters, but only those willing to practice such evil. The ritualist must collect the blood of a murdered humanoid in a small bottle and perform daily incantations, which can take up to 14 days. Once the polong forms, they drink the blood of their creator every day, most often taken from a finger inserted into their bottle. At the master's order, a polong will travel up to 10 miles away to locate a particular person, possess them, and either slowly whittle them down via possession until they die, or force them to attack anyone nearby until someone slays the victim in self-defense.


Traits

Uncommon

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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.