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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

Elite | Normal | Weak
Proficiency without Level

SceaduinarCreature 7

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 ReactionReaction 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 Single ActionSingle Action jaws +18 [+14/+10] (agile, finesse, magical), Damage 2d6+4 piercing plus 2d6 negative and drain lifeMelee Single ActionSingle Action wing +18 [+14/+10] (agile, finesse, magical, reach 10 feet), Damage 2d6+4 slashing plus 2d6 negativeOccult 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.

Sidebar - Additional Lore 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.