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The Shadow PrinceCreature 11


RareLargeChaoticEvilIllusionMental
Source Pathfinder #191: The Destiny War
Perception +18 (darkvision)
Languages Telepathy 100 Feet, Universal Language
Skills Deception +22, Intimidation +24, Occultism +21, Society +21, Stealth +20
Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +7

AC 30; Fort +21; Reflex +22; Will +18;
HP 200
Speed 30 feet (fly 30 feet)
Immunities death effects, disease, doomed, scrying, emotion
Weaknesses Mental 10
Resistances Physical 10

Illusory Weapon One Action +24 (+19, +14) to hit (illusion, mental, occult) 4d6+10 Mental + 1d6 Bleed

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Universal Language

Anything spoken by the Shadow Prince is perceived by the listener in its native language.

Urban Legend

The Shadow Prince's illusory abilities granted by its urban legend include its immunity to emotion effects, its resistance to physical damage, its frightful presence, and the persistent bleed caused by its melee Strikes.


A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.

The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.

A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.

Frightful Presence (aura, emotion, fear, mental)

100 feet. DC 28 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.


Occult Innate Spells (DC 30, +22 to hit)

Cantrips (6th Level): Shield, Telekinetic Projectile
4th Level: Dimension Door, Phantasmal Killer


A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Killer] spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.