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The Mistake

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Elite | Normal | Weak
Proficiency without Level

The MistakeCreature 12

Unique Medium Undead Unholy 
Source The Private Halls pg. 178
Recall Knowledge DC 30 (40 if Unique applies) • Undead (Religion)
Variant unrisen
Perception +24; darkvision, lifesense 30 feet
Languages Common
Skills Athletics +25, Stealth +22
Str +7, Dex +4, Con +5, Int -2, Wis +6, Cha +5
AC 30; Fort +23, Ref +20, Will +24
HP 240 (meant to live, void healing); Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses resurrection vulnerability
Meant to Live (occult) Whenever an unrisen would take damage from vitality energy, it instead heals half that number of Hit Points.Resurrection Vulnerability A creature with a prepared or spontaneous spell that can restore the dead to life (such as breath of life or raise dead) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a Will save against the creature's spell DC.Rise Again (occult) As unrisen, but the heart-like vile remnant lodged within the creature's chest becomes momentarily visible as it's returned by this ability, allowing The Mistake to use Show the Horror (see below).
Speed 30 feet
Melee [one-action] jaws +25 [+20/+15] (deadly d10, magical), Damage 3d10+13 piercing plus GrabMelee [one-action] claw +25 [+21/+17] (agile, magical), Damage 3d8+13 slashing plus GrabAgonized Howl [two-actions] (auditory, mental, occult) The unrisen howls in pain at its cursed existence. Creatures within a 30-foot emanation take 10d8 mental damage with a DC 32 basic Will save. The unrisen can't use Agonized Howl again for 1d4 rounds.Awful Approach [one-action] Frequency once per 10 minutes; Effect The unrisen reshapes its grotesque form to move swiftly. It Strides twice. Any living creature that can see the unrisen during this movement must succeed at a DC 28 Fortitude save or be sickened 1 (or sickened 2 on a critical failure); this is a mental and visual effect.Death Grip [one-action] (curse, occult) Requirements The unrisen has a living creature grabbed or restrained; Effect The unrisen attempts to destroy its victim's life force so it shares in the unrisen's fate. The creature must succeed at a DC 30 Fortitude save or become doomed 1. While the curse lasts, the creature regains only half as many HP from effects with both the healing and vitality traits; if it dies, any attempt to raise it from the dead causes it to return as an unrisen. The curse ends automatically if the creature's doomed value is reduced to 0.Show the Horror [two-actions] (curse, emotion, fear, mental, occult, visual) Requirements The Mistake has used rise again within the previous hour; Effect The Mistake grabs onto its chest and tugs it open, cracking ribs and tearing flesh to give a glimpse of the horrible vile remnant lodged inside of it. All creatures within 30 feet must attempt a DC 32 Will save with the following results. The Mistake can't Show the Horror again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature is unsettled by the sight and becomes frightened 1.
Failure The creature becomes frightened 2 and feels something shift in its own chest, as if a similarly shaped horror was within its own ribcage and twitching in delight at seeing its twin in another place. The affected creature can’t reduce its frightened condition below 1 as long as The Mistake remains active and within 60 feet.
Critical Failure As failure, but frightened 3, and the creature continues to feel that awful chest twitch any time thereafter it becomes frightened. The creature becomes slowed 1 whenever it’s frightened as it uses one of its actions to grip at its chest and worry about the implications of what might be inside of it; this curse has an unlimited duration.

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