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The form of Taljjae's body can vary from visit to visit or even moment to moment, but it's easily recognized due to its signature cloak and masks. So long as Taljjae's mood is placid, it can be approached safely, but its mercurial temperament can be hard to predict.

Recall Knowledge - Fey (Nature): DC 48
Unspecific Lore: DC 46
Specific Lore: DC 43

Elite | Normal | Weak
Proficiency without Level

TaljjaeCreature 18

Source Monsters of Myth pg. 100
Perception +33; darkvision, jelly sense 120 feet
Languages Hwan, Senzar; (can't speak any language)
Skills Acrobatics +35, Athletics +31, Performance +38, Society +31
Str +8, Dex +9, Con +7, Int +6, Wis +8, Cha +9
Items Taljjae's masks (see below)
AC 43; Fort +27, Ref +33, Will +30
HP 400; Weaknesses jelly gluttony
Jelly Gluttony If Taljjae detects buckwheat jelly with its jelly sense, it becomes fascinated by the food and the creature possessing it (if applicable) and flat-footed to all other creatures for 1d4 rounds, or until it uses an appropriate number of Interact actions to consume the jelly (generally 2: 1 to take the jelly, and another to eat it). If there's more than one helping of jelly, the condition ends once Taljjae consumes the jelly once.
Exit Stage (conjuration, primal, teleportation) Trigger Taljjae is reduced to 0 Hit Points; Effect Taljjae retains 1 Hit Point and teleports to an empty space within 30 feet. One of its masks remains behind and is broken.
Speed 50 feet, swim 30 feet
Melee whirling sash +35 [+31/+27] (agile, magical, reach 10 feet, versatile B), Damage 4d6+18 slashingRanged goblinfire +35 [+30/+25] (fire, range 60 feet), Damage 4d6+18 fireChange Characters (stance) Frequency once per round; Effect Taljjae removes its current mask and dons a new one. The change refreshes Taljjae, restoring 25 Hit Points. Once Taljjae has removed a mask, it can't Change Characters back to that mask until it has worn all of its unbroken masks at least once, after which the cycle starts again. Taljjae can't don a broken mask.Prop Master Taljjae has access to the critical specialization effects of any weapons it wields from one of its masks.Second Act Trigger Taljjae's turn begins; Requirements Taljjae has 200 or fewer Hit Points; Effect Taljjae's dance reaches a frantic climax, allowing it to change personas rapidly. Taljjae Changes Characters.

Taljjae's Masks

Taljjae carries three masks at any given time. While countless masks have been documented over the ages, the seven listed below are among those best known.

In Taljjae's Possession: When Taljjae Changes Characters, it gains access to the listed abilities. Any items (such as weapons) associated with its previous mask immediately disappear and are replaced by fresh ones for its new mask, but the effects of any mask abilities it has active persist. Removing a mask and later reapplying it doesn't restore any limited-use abilities.

As Player Items: Those who gain one of Taljjae's masks, either by defeating Taljjae or some other means, are known as its understudies and gain a fraction of its power. Each of Taljjae's masks is an 18th-level unique item with the invested and magical traits; if broken, they're automatically repaired to full HP when invested during daily preparations. The effect of a mask on a PC is noted in the mask's Understudy entry. Wearing one of Taljjae's masks also imposes Taljjae's jelly sense and jelly gluttony on the creature as long as it wears the mask.

The Beast

With this mask, Taljjae assumes a low stance and gathers power.
Melee jaws +35 (deadly 3d12, magical, reach 10 feet), Damage 4d10+18 piercing plus Knockdown
Melee claw +35 (agile, magical, reach 10 feet), Damage 4d6+18 slashing
Rend claw
Understudy The Beast brings out its wearer's feral nature, granting it a claw melee unarmed attack that deals 1d4 slashing damage and has the agile trait, or increasing the damage die of their claw unarmed attack from 1d4 to 1d6 damage if they have a claw unarmed attack that deals 1d4 damage.

The General

Carved scars mark the face of this severe mask, which gives Taljjae the skill at arms of a veteran commander.
Attack of Opportunity Taljjae disrupts actions on any hit, not just a critical hit.
Melee glaive +35 (deadly 3d8, forceful, magical, reach 15 feet), Damage 4d8+18 slashing plus 1d6 chaotic
Masterful Engagement Frequency once per round; Effect Taljjae maintains the perfect distance between itself and its foe. It Steps and Strikes, in any order.
Understudy Frequency once per day; Effect The General grants its wearer a +3 status bonus to attack rolls with polearms for 1 minute.

The Grandmother

The kind eyes of this mask sap any attackers' will to fight while granting Taljjae powerful supportive magic.
Gentle Facade (aura, emotion, mental) 60 feet. Serenity and a sense of ease blot out all other emotions. Creatures in the emanation must succeed at a DC 37 Will save or become unable to be affected by beneficial emotion effects while within the aura and for 1 minute after leaving it. The creature is then temporarily immune for 10 minutes.
Divine Spontaneous Spells DC 37, attack +29; 9th energy aegis, heal, heroism, spell immunity, true seeing; 8th regenerate, repulsion, searing light; 7th breath of life, outcast's curse, vital beacon
Understudy The Grandmother allows its wearer to cast 8th-level heal and 7th-level breath of life, each as a divine innate spell, once per day.

The Hermit

This wizened male face draws upon the powers of a true sage.
Flexible Counterspell Trigger A creature Casts a Spell of the same or lower level as one of Taljjae's unexpended spell slots; Effect Taljjae expends any prepared spell of the same or higher level, losing a spell slot as if it had Cast the triggering Spell. Taljjae then attempts to counteract the spell with a counteract modifier of +27. Divine Prepared Spells DC 37, attack +29; 9th dispel magic, finger of death (×2), weapon of judgment (war only); 8th spirit blast (×3), spiritual epidemic; 7th blade barrier, dispel magic, flame strike, spellwrack; Cantrips (8th) detect magic, divine lance, forbidding ward, produce flame, shield
Understudy The Hermit allows its wearer to cast 8th-level spirit blast and 7th-level flame strike, each as a divine innate spell, once per day.

The Hero

The eyes of this female face seem to glint with determination.
Ranged longbow +35 (deadly 3d8, magical, propulsive, range increment 100 feet, volley), Damage 4d8+14 piercing
Cometfall Arrow Taljjae fires an arrow that could shoot a star from the sky. All creatures in a 120-foot line take 10d12 piercing damage (DC 37 basic Reflex save); on a critical failure, the target falls to the ground without taking falling damage, and it can't Fly, Leap, levitate, or otherwise leave the ground until the end of Taljjae's next turn. Taljjae then can't use Cometfall Arrow for 1d4 rounds.
Double Shot Taljjae fires two shots, making two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward its multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.
Understudy Frequency once per day; Effect The Hero grants its wearer a +3 status bonus to attack rolls with bows for 1 minute.

The Nobleman

This twisted mask mocks members of the nobility for their parasitic greed.
Parasitic Healing Trigger A creature within 60 feet regains Hit Points; Effect Taljjae takes what should belong to another. The triggering creature regains only half the number of Hit Points, and Taljjae regains the full amount.
Covetous Confiscation Taljjae holds out a hand and attempts to take something that doesn't belong to it. It telekinetically attracts an unattended, unsecured object of up to 5 Bulk within 100 feet. If the object is in a creature's possession, Taljjae must critically succeed at an attempt to Disarm that creature, but it can't critically fail.
Understudy Frequency once per 10 minutes; Effect The Nobleman allows its wearer to use Covetous Confiscation.

The Wanderer

The slightly upturned smile of this mask depicts a sense of joy and wonder at travel and new experiences.
Melee staff +35 (magical, reach 10 feet, two-hand 1d8), Damage 4d4+14 bludgeoning
Divine Innate Spells DC 37; Constant (8th) air walk, freedom of movement, haste
Circling the Kingdom Taljjae Strides twice and makes two quarterstaff Strikes at any point along its movement.
Sneak Attack Taljjae deals an additional 2d6 precision damage to flat-footed foes.
Waypoints Taljjae leaves behind images of itself as it travels. Whenever it makes a Strike, it leaves behind a ghostly image of itself that lasts until the beginning of its next turn. These images block movement for Taljjae's enemies, and they provide flanking to Taljjae and its allies.
Understudy The Wanderer allows its wearer to cast 7th-level air walk and 8th-level freedom of movement, each as a divine innate spell, once per day.