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Transformed Narcela (9-10)Creature 10


UniqueMediumChaoticEvilHagHumanoid
Source Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle
Perception +17 (darkvision)
Languages Common
Skills Athletics +22, Intimidation +22, Survival +19
Str +7, Dex +5, Con +3, Int +0, Wis +0, Cha +4

AC 30; Fort +21; Reflex +17; Will +19;
HP 215
Speed 25 feet
Immunities controlled, sleep
Weaknesses Cold Iron 10

Claw One Action +23 (+19, +15) to hit (agile, magical, unarmed) 2d10 + 12 Slashing
Horn One Action +23 (+18, +13) to hit (magical, unarmed) 2d12 + 12 Piercing

Heart Break One Action (occult)

Requirements Narcela has used Hold the Heart and is holding her bloodstone

Effect Narcela shatters the bloodstone, sending shards into her enemies' chests. Until the end of her next turn, each enemy within 60 feet of Narcela takes a -1 item penalty to Will saves. The benefits of Hold the Heart immediately end. Narcela can't use Hold the Heart again for 1d6 rounds, as her heart needs time to regenerate.

Effect: Heart Break

Hold the Heart One Action (concentrate, manipulate, occult)

Requirements Narcela has a hand free

Effect Narcela reaches into her chest and pulls out a crimson gem. This bloodstone is a lesser version of a night hag's heartstone; as long as she holds it, Narcela gains a +1 item bonus to Will saves.

Scream of Spite Two Actions (auditory, emotion, mental, occult)

Narcela lets out a scream laden with all her rage, spreading Aslynn's ritual transmogrifying magic to any creature that can hear her. All creatures within a 30-foot emanation must attempt a DC 29 will save; creatures with the hag trait are immune to this effect. Narcela can't use Scream of Spite again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Stunned 1 as it resists the effects.

Failure The creature is Confused for 1 round as it tries to keep its thoughts its own.

Critical Failure The creature is confused for 1d4 rounds.



Traits

Unique

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.

Hag

These malevolent spellcasters form covens.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.