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WalcofindeCreature 2


MediumUndeadUnholy
Source Pathfinder Lost Omens Shining Kingdoms
Perception +5 (darkvision, tremorsense (imprecise) 30 feet)
Languages Common, Necril
Skills Athletics +8, Stealth +11
Str +3, Dex +1, Con +3, Int +2, Wis +1, Cha +0

AC 17; Fort +10; Reflex +4; Will +7;
HP 35
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, sleep, unconscious
Weaknesses Vitality 5

Claw One Action +9 (+4, -1) to hit 1d8+3 Bludgeoning

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.

Sneak Attack

A walcofinde deals an additional 1d6 precision damage to Off-Guard creatures.

Structural Possession One Action (manipulate, morph)

A walcofinde can merge themself with any wall they can touch within their sealed chamber and can create a manifestation of themself through any part of that wall on either side within 100 feet. This manifestation appears as the rotting upper half of the walcofinde protruding from the wall, but their skin is patterned as if they were the same structural material as the wall they're emerging from. While manifested, the walcofinde's claw attack gains a reach of 10 feet, but they can move only by using Wall Glide. Any damage done to the manifestation affects the walcofinde themself. A walcofinde can Dismiss their structural possession to retreat back into their sealed chamber.

Wall Blend One Action (concentrate)

Requirements The walcofinde is manifested using Structural Possession and isn't observed by any enemies


Effect Until the next time they act, the walcofinde's manifestation changes their visual appearance to match the surrounding wall. They have an automatic result of 31 on their Stealth checks to Hide.

Wall Glide One Action (concentrate)

Requirements The walcofinde is manifested using Structural Possession


Effect The walcofinde's manifestation Strides, submerging into the wall and reemerging from the wall at the end of their movement. If the walcofinde takes 2 actions to Wall Glide, their manifestation can Stride twice before reemerging. In either case, they can move only within walls that are within 100 feet of their sealed chamber.


Forever entombed, walcofindes are vengeful undead creatures inhabiting the enclosed spaces in which they were sealed and eventually perished. As they ultimately succumbed to a slow death by starvation and suffocation, walcofindes are similar to zombies in their hunger and rage. What sets them apart are their vicious claws of stone-sharpened bone, protruding through worn down, fleshless fingers as a result of desperate and futile attempts to escape.

Walcofindes are bound to their death site. These "wall-coffined" undead can manifest their forms within the structure where they were sealed, possessing the walls and stealthily traversing along them. Walcofindes' manifestations adopt the patterned appearance of the structure's materials, but not its physical properties. They take the form of hungry, grasping humanoid torsos emerging from the walls like harrowing extensions of their eternal prison. Unable to ever fully leave their structures, these undead are destined to be a part of it forever.

Despite their decaying forms, walcofindes retain the intelligence they would've had in life; for example, a walcofinde who was previously a soldier could understand enemy tactics and assess the appearance and equipment of their foes, allowing them to strategize and prioritize targets as well as organize with other nearby walcofindes to formulate an attack.


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.

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.