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There is a Legacy version here.

Ozthoom

Ozthooms are shadowy killers who serve powerful fey creatures or even the Eldest—the demigods of the First World. Amid the courts of the Eldest or other powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ozthooms never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into their victim's mind. While an ozthoom's body is a strange, fleshy material, their deadly claws and cruel hooked wings are made from razor-sharp cold iron, a quality that makes them highly feared among other fey. A typical ozthoom is 10 feet tall and has an 8-foot wingspan, but it weighs less than 80 pounds.

While most ozthooms serve powerful masters, a few of these murderous fey have been left to their own devices and serve none but their own capricious whims. In some cases, their master has been slain, while in others, the ozthoom has been released from service for any number of reasons. An ozthoom left to indulge their cruel desires unrestrained is often the most dangerous ozthoom of them all.

Recall Knowledge - Fey (Nature): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

OzthoomCreature 14

Large Fey 
Source Monster Core 2 pg. 248
Perception +25; lifesense 120 feet, low-light vision
Languages Aklo, Common, Fey; (can't speak any language); telepathy 100 feet
Skills Acrobatics +28, Deception +25, Intimidation +27, Nature +22, Stealth +28
Str +7, Dex +8, Con +4, Int +2, Wis +2, Cha +5
AC 35; Fort +23, Ref +28, Will +24
HP 280; Weaknesses cold iron 10
Speed fly 75 feet
Melee [one-action] claw +29 [+25/+21] (agile, cold iron), Damage 3d6+15 slashingMelee [one-action] wing +29 [+24/+19] (cold iron, reach 10 feet), Damage 2d6+15 piercing plus 2d6 persistent bleedPrimal Innate Spells DC 34, attack +26; 8th pinpoint; 7th eclipse burst, teleport; 6th truesight; 4th darkness (at will), planar tether; 2nd silence; 1st enfeeble
Shadow Doubles [one-action] to [three-actions] (illusion, occult, shadow) Frequency once per day; Effect For each action spent to use this ability, the ozthoom creates one shadowy duplicate anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ozthoom, but they have the summoned trait, 85 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ozthoom, whichever comes first. Each round thereafter, the ozthoom can Sustain the effect to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ozthoom can see through the eyes of all the shadow doubles at once. A character who Seeks can identify an ozthoom as real or a shadow double with a successful DC 39 Perception check.Sneak Attack A ozthoom's Strikes deal an additional 2d6 precision damage to offguard creatures.

Sidebar - Additional Lore Ozthoom Guilds

The most dangerous ozthooms are those who have rebelled against their masters. Ozthooms of this nature are more powerful, gathering others to form deadly “guilds” of assassins that pursue common goals in the most dangerous parts of the First World.

Shelyn's Corner

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