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Shriveled Leaf of TalhindirCreature 2


Medium​Incorporeal​Undead​Unholy​
Source Pathfinder Society Scenario #7-08: The Haunted Corridor
Perception +7 (darkvision)
Languages Necril
Skills Acrobatics +7, Stealth +10
Str -4, Dex +3, Con -1, Int -1, Wis +2, Cha +2

AC 17; Fort +5; Reflex +11; Will +9;
HP 19 (void healing)
Speed 0 feet (fly 30 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 3

Light Vulnerability

Attacks against the Leaf of Talhindir are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the Light spell).

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.

Slink in Shadows

The Leaf of Talhindir can [/act hide] or end its [/act sneak] in a creature's or object's shadow.

Weight of Darkness One Action (divine)

Requirements The Leaf of Talhindir made a successful Strike against a living creature with its withered touch on its previous action


Effect The Leaf of Talhindir chains the soul of the creature. They must attempt a DC 17 will save. On a failure, the creature is Enfeebled 1. This is cumulative with other enfeebled conditions from other Leaves of Talhindir or shadows, to a maximum of Enfeebled 4. The enfeebled value from Weight of Darkness decreases by 1 every minute.



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.

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.

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.