The MistakeCreature 12
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +24 (darkvision, lifesense (imprecise) 30 feet)
Languages Common, Can't Speak Any Language
Skills Athletics +25, Stealth +22
Str +7, Dex +4, Con +5, Int -2, Wis +6, Cha +5
AC 30; Fort +23; Reflex +20; Will +24;
HP 240 (meant to live, void healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Jaws
+25 (+20, +15) to hit (deadly d10, magical, unarmed) 3d10+13 PiercingClaw
+25 (+21, +17) to hit (agile, magical, unarmed) 3d8+13 SlashingMeant to Live (occult)
Whenever an unrisen would take damage from vitality energy, it instead heals half that number of Hit Points.
Resurrection VulnerabilityA creature with a prepared or spontaneous spell that can restore the dead to life (such as Breath of Life or Raise Dead) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a Will save against the creature's spell DC.
Rise Again (occult)As unrisen, but the heart-like Vile Remnant lodged within the creature's chest becomes momentarily visible as it's returned by this ability, allowing The Mistake to use Show the Horror.
If the unrisen is reduced to 0 Hit Points by means other than fire damage, disintegration, or its resurrection vulnerability, it returns to unlife at the start of its next turn. It has 100 Hit Points and is Prone in the space in which it was destroyed. The unrisen can't be returned by this ability again for 1 hour.
Void HealingA 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.
Agonized Howl
(auditory, mental, occult)The unrisen howls in pain at its cursed existence. Creatures within a 30-foot emanation take 10d8 mental damage with a DC 32 will save. The unrisen can't use Agonized Howl again for 1d4 rounds.
Awful Approach
Frequency once per 10 minutes
Effect The unrisen reshapes its grotesque form to move swiftly. It Strides twice. Any living creature that can see the unrisen during this movement must succeed at a DC 29 fortitude save or be Sickened 1 (or Sickened 2 on a critical failure); this is a mental and visual effect.
Death Grip
(curse, occult)Requirements The unrisen has a living creature Grabbed or Restrained
Effect The unrisen attempts to destroy its victim's life force so it shares in the unrisen's fate. The creature must succeed at a DC 32 fortitude save or become Doomed 1. While the curse lasts, the creature regains only half as many HP from effects with both the healing and vitality traits; if it dies, any attempt to raise it from the dead causes it to return as an unrisen. The curse ends automatically if the creature's doomed value is reduced to 0.
Show the Horror
(curse, emotion, fear, mental, occult, visual)Requirements The Mistake has used rise again within the previous hour
Effect The Mistake grabs onto its chest and tugs it open, cracking ribs and tearing flesh to give a glimpse of the horrible Vile Remnant lodged inside of it. All creatures within 30 feet must attempt a DC 32 will save with the following results. The Mistake can't Show the Horror again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature is unsettled by the sight and becomes Frightened 1.
Failure The creature becomes Frightened 2 and feels something shift in its own chest, as if a similarly shaped horror was within its own ribcage and twitching in delight at seeing its twin in another place. The affected creature can't reduce its frightened condition below 1 as long as The Mistake remains active and within 60 feet.
Critical Failure As failure, but Frightened 3, and the creature continues to feel that awful chest twitch any time thereafter it becomes frightened. The creature becomes Slowed 1 whenever it's frightened as it uses one of its actions to grip at its chest and worry about the implications of what might be inside of it; this curse has an unlimited duration.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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.
UndeadOnce 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.
UnholyEffects 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.