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Mymnian

A mymnian enjoys the unique fear and foolish, panic-induced acts that mortals display when confronted with what they fear to be ghosts. Be it a mymnian that uses their own abilities to mimic a haunted abode or one that settles into an area with actual ghosts, a haunted house under the watchful eye of one of these manipulative sahkils is never a safe place for the living.

Typically, a mymnian wears what appears to be a billowing gray cloak to look like an oversized humanoid figure, only to cast aside the cloak to reveal that their head and torso are a mass of humanoid and animal skulls, melted into a hideous conglomeration with each bony face looking outward in different directions. They walk upon five long skeletal arms that end in bony, humanlike hands. And that cloak? Nothing less unsettling than long, rippling folds of leathery flesh that hang from their body like a cape.

Elite | Normal | Weak
Proficiency without Level

MymnianCreature 13

Rare Medium Fiend Sahkil Unholy 
Source Pathfinder #224: Bastion of Blasphemies pg. 245
Recall Knowledge DC 36 (includes +5 from Rare) • Fiend (Religion)
Perception +24; darkvision
Languages Chthonian, Common, Diabolic, Empyrean, Requian; telepathy 100 feet
Skills Acrobatics +24, Athletics +24, Deception +27, Intimidation +27, Occultism +24, Society +24, Stealth +26
Str +5, Dex +8, Con +7, Int +5, Wis +5, Cha +8
Easy to Call As esipil.
AC 34; Fort +21, Ref +26, Will +24
HP 235; Immunities fear; Weaknesses holy 10
Watchful Presence (aura, divine, emotion, fear, mental, visual) 60 feet. Even when a mymnian doesn’t notice you, you feel like they—or something worse—are watching. A creature that begins its turn inside the aura feels an overwhelming sense of being watched, gaining a +2 status bonus to Perception checks but taking a –2 penalty to saving throws against fear effects. A creature in the aura can’t reduce the value of its frightened condition below 1.
Speed 30 feet, fly 30 feet
Melee [one-action] claw +26 [+22/+18] (agile, finesse, reach 10 feet), Damage 3d6+11 slashing plus 2d6 spiritOccult Innate Spells DC 33, attack +25; 7th possession, spirit blast; 6th illusory creature, illusory scene; 5th translocate, vapor form (at will); 3rd fear; Cantrips (7th) figment, void warp
Doomed to Rise A creature that dies from an attack by a mymnian while frightened becomes a ghost within the next 24 hours.Extract Ghost [one-action] (divine, emotion, fear, mental) Frequency once per round; Effect The mymnian attempts a claw Strike. If it hits, it deals no damage—instead, the mymnian’s claws hook onto the target’s soul and, for a moment, tug it out of the body so that the victim can catch a glimpse of how it will look after it dies. The target takes 5d8 mental damage with a DC 33 Will save.
Critical Success The target takes no damage.
Success The target takes half damage.
Failure The target takes full damage and becomes frightened 1.
Critical Failure The target takes double damage and becomes frightened 2.

Sidebar - Additional Lore Eerie Rumors

Towns that host a haunted house would expect most people to steer clear of them, but there’s always a reason for someone new to brave the terrors. Rumors might spread about lost treasures, some might dare friends to “just spend one night,” or others might seek to learn tantalizing secrets from the beyond; whatever the form, these lures are cultivated by a mymnian, eager to draw new victims into their playground.

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