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Ziradnini



Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

ZiradniniCreature 8

Legacy Content

CE Small Dero Humanoid 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 93
Male dero cleric
Perception +18; darkvision
Languages Aklo, Common, Undercommon
Skills Arcana +16, Athletics +16, Crafting +16, Intimidation +16, Medicine +18, Occultism +16, Religion +18
Str +6, Dex +3, Con +4, Int +2, Wis +6, Cha +4
Items +1 striking frost warhammer, leather armor
AC 27; Fort +16, Ref +13, Will +20
HP 137; Immunities confused; Weaknesses vulnerable to sunlight
Vulnerable to Sunlight A dero stalker takes 16 damage for every hour they're exposed to sunlight.
Speed 20 feet
Melee [one-action] warhammer +18 [+13/+8] (magical, shove), Damage 2d8+9 plus 1d6 coldOccult Innate Spells DC 26; 4th modify memory; 3rd sound burst; 2nd darkness (at will); Cantrips (4th) daze, ghost sound
Divine Prepared Spells DC 26, attack +18; 4th divine wrath, harm (×5), heal, outcast's curse; 3rd chilling darkness, crisis of faith, heal, vampiric touch; 2nd heal (×2), silence, spiritual weapon; 1st bane, command, ray of enfeeblement, sanctuary; Cantrips (4th) chill touch, divine lance, message, read aura, shield
Cleric Domain Spells 1 Focus Point, DC 26; 4th cry of destruction
Grim Curse of Azathoth [two-actions] (curse, divine, emotion, enchantment, mental) Frequency once per day; Effect Ziradini invokes Azathoth's name in Aklo as he stares at a creature he can see within 30 feet. His eyes glow orange, and the target endures a brief vision of the seething chaos that churns at the center of the Material Plane and, for that instant, beholds their own insignificance in the cosmos. The target must attempt a DC 26 Will save.
Critical Success The creature is unaffected.
Success The creature becomes stupefied 1 for 1 hour.
Failure The creature becomes stupefied 1, and the first time each night they gaze upon the night sky, they must make a DC 26 Will save or they increase the value of their stupefied condition by 1 (to a maximum of stupefied 4, or they become stupefied 1 if they do not have this condition). Even if the stupefied condition is removed, the target must continue to save upon gazing upon the night sky once per night until the curse is removed.
Critical Failure As failure, but the target feels the weight of the cosmos when the sun sets on their homeland, wherever they may be in the Material Plane or the Great Beyond—they need not gaze upon the night sky.