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Sceaduinar
Strange creatures born from jagged crystals in the heart of the
Negative Energy Plane
, sceaduinar are fueled by its negative energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds.
These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm—even the twisted sparks found in undead creatures.
When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Negative Energy plane is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where negative energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms.
Recall Knowledge - Aberration
(
Occultism
)
: DC 28
Sceaduinar
Creature 7
Rare
NE
Medium
Aberration
Negative
Source
Bestiary 2 pg. 233
2.0
Perception
+15;
greater darkvision
, lifesense 120 feet
Languages
Aklo
Skills
Acrobatics
+17,
Athletics
+13,
Intimidation
+13,
Occultism
+15,
Stealth
+17
Str
+2,
Dex
+6,
Con
+4,
Int
+2,
Wis
+4,
Cha
+0
AC
25;
Fort
+16,
Ref
+18,
Will
+14; +1 status to all saves vs. magic
HP
100 (
negative healing
);
Immunities
death
effects,
drained
;
Resistances
physical 5 (except adamantine);
Weaknesses
good 10
Void Child
Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as
bind soul
or
resurrect
) or that require knowledge of a creature's identity (such as
scrying
), and critically fails
Crafting
checks.
Wing Flash
Trigger
A creature attempts a melee attack against a sceaduinar or an
Acrobatics
check to
Tumble Through
the sceaduinar's space;
Effect
The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic Reflex save).
Speed
30 feet, fly 60 feet
Melee
jaws +18 [
+14/+10
] (
agile
,
finesse
,
magical
),
Damage
2d6+4 piercing plus 2d6 negative and drain life
Melee
wing +18 [
+14/+10
] (
agile
,
finesse
,
magical
,
reach 10 feet
),
Damage
2d6+4 slashing plus 2d6 negative
Occult Innate Spells
DC 25;
4th
darkness
,
dimension door
,
dispel magic
,
harm
;
3rd
grim tendrils
,
harm
(×3);
2nd
silence
;
Cantrips
(4th)
chill touch
Drain Life
(
necromancy
,
occult
) When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become
drained 1
. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.
Entropic Touch
Negative damage dealt by a sceaduinar damages
undead
and creatures with negative healing as if it were positive damage. The sceaduinar's melee Strikes have the benefits of the
ghost touch
property rune on attacks against
incorporeal
undead.
Sceaduinar Crystals
Sceaduinar congregate on the great crystalline knots of negative energy that accrete in the
Negative Energy Plane
. Sceaduinar prod treelike crystal growths to produce dangerous items akin to spheres of annihilation or great structures that echo with eerie chimes. Sceaduinar also stimulate these aggregations of crystals to yield other sceaduinar and similar hateful creatures of unlife.