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Splinter OfficerCreature 19


Uncommon​Medium​Undead​Unholy​
Source Pathfinder Claws of the Tyrant
Perception +35 (darkvision, splintersense)
Languages Common, Necril
Skills Lore +39, Acrobatics +30, Deception +37, Diplomacy +37
Str +4, Dex +6, Con +5, Int +5, Wis +4, Cha +10

AC 42; Fort +32; Reflex +35; Will +36;
HP 375 (void healing)
Speed 30 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Vitality 15
Resistances Cold 20, Electricity 20, Fire 20, Piercing 20, Slashing 20

Rapier One Action +34 (+29, +24) to hit (deadly d8, disarm, finesse, magical) 4d6+15 Piercing
Longbow One Action +34 (+29, +24) to hit (deadly d10, magical, propulsive, reload 0, volley 30) 4d8+15 Piercing

Splintersense (divine, mental)

The splinter officer knows the direction and distance of all undead that share splinters of the same splinter officer's soul. These undead are always considered to be allies of the splinter officer.

Behind the Lines Reaction

Trigger The splinter officer is targeted by an attack

Requirements At least one of the officer's undead allies is adjacent to the officer


Effect The ally interposes itself, granting the officer a +2 circumstance bonus to AC against the triggering attack.

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.

Raise Defenses Two Actions (concentrate, divine)

The splinter officer mentally commands its undead allies to strengthen their defenses. For 1 round, each undead that shares the officer's splintered soul gains a +1 circumstance bonus to AC.

Effect: Raise Defenses

Rally the Rabble Three Actions (concentrate, divine)

The splinter officer mentally energizes the undead under its command. Each undead that shares the officer's splintered soul is Quickened for 1 round. Quickened allies can use the extra action only to Stride or Strike. The officer can't Rally the Rabble again for 1d4 rounds.

Synchronized Step Two Actions (concentrate, divine)

The splinter officer mentally commands the undead that share its splintered soul to reposition. The officer Steps, and each undead that shares the officer's splintered soul can use a reaction to Step.


An army of mindless undead possesses a fatal flaw: it requires near-constant babysitting from its maker. Yet, any undead with enough sentience to command such an army runs the risk of turning on its creator. Skilled necromancers have endeavored to strike a balance between these two extremes with the creation of splinter officers. Capable of leading small battalions of undead, splinter officers are at the same time uniquely bound to their creator—and easily disposed of should they ever decide to go rogue.

The first splinter officer was created when a lich separated his soul cage into multiple parts and implanted each shard into a unique undead champion, over which the lich enjoyed complete control. Ultimately, the lich decided the risk to his soul cage wasn't worth the benefits, but the technique of soul-splitting proved too useful to abandon. Today, splinter officers are created by plucking an intelligent creature's soul from Pharasma's clutches at the moment of the creature's death. The fresh soul is then shattered, with the splinter officer receiving the largest portion and the remaining splinters being implanted into the mindless undead soldiers the officer controls.


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.

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.