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YeongnoCreature 7


Large​Celestial​
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +17 (goldvision (precise) 120 feet)
Languages Diabolic, Draconic, Empyrean, Tien, Telepathy 100 Feet
Skills Athletics +17, Diplomacy +15, Religion +15, Society +15, Stealth +13
Str +6, Dex +2, Con +4, Int +2, Wis +6, Cha +4

AC 25; Fort +15; Reflex +13; Will +17;
HP 120
Speed 25 feet

Jaws One Action +17 (+12, +7) to hit (unarmed) 3d6+8 Piercing
Pipe One Action +13 (+8, +3) to hit (divine, sonic) 4d6 Sonic

Telepathy 100 feet (aura, magical, mental)

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.

Goldsense (Precise) 120 feet

The yeongno can detect the presence, location, and approximate value of gold within 120 feet.

Fortune's Favor Three Actions (curse, divine, incapacitation, polymorph)

Frequency once per day


Effect A target creature within 30 feet must succeed at a DC 25 will save or gain the effects of Cursed Metamorphosis, being polymorphed into a pig whose girth is determined by the target's wealth. After 24 hours, the target can end this effect using a Dismiss action, at which point the yeongno becomes aware that the effect has ended. A yeongno can use Fortune's Favor only if no targets are currently under its effects.

Money is Pain Two Actions (divine, mental)

Requirements The target is carrying at least 100 gp worth of precious metals


Effect The yeongno crushes a creature it can see with the weight of their wealth. Apparitions of gold coins approximating the wealth of the target materialize and pummel the target from all sides. The target attempts a DC 25 will save.


Critical Success The target is unaffected.

Success The target is Slowed 1 for 1 round.

Failure The target takes 3d6 persistent,mental damage and is slowed 1 as long as the damage continues. The effect immediately ends if they're carrying less than 100 gp worth of precious metals.

Critical Failure As failure, except any flat checks to remove the persistent damage automatically fail.

Swallow Whole One Action (attack)

Medium, (3d6+6) bludgeoning, Rupture 20


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

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.


Neither human nor beast yet resembling both, yeongno (yeong-no) are creatures that once were denizens of heaven but were cast out, down to the mortal Universe, due to their own greed. Yeongno claim to have once been celestial dragons and wear elongated dragon masks with full-body wraps decorated with scale patterns in honor of this claim—though no one has been able to confirm the veracity of this belief. As they wander, they hold a willow pipe in their mouths, producing a distinct "bibi" sound that often heralds their appearance.

Despite their reputation as monsters who eat people, yeongno are welcomed by the poor and oppressed, who see the creatures as wise and just. Yeongno believe that by eating 100 wealthy individuals who abuse their wealth or who accumulated their wealth by underhanded or exploitative means, they can atone for their own greed, allowing them to ascend back into heaven. A corrupt and greedy individual can escape their fate of being eaten by a yeongno by giving away all of their wealth and agreeing to be transformed into a pig for one year. If the person can endure one year living as a pig in the care of a household they once harmed, the yeongno will spare them.


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.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.