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Sceaduinar

CR 7.00 Outsider NE Medium HD 9
This gargoyle-like creature has long spiky legs and a bat-like head—its body seems to be made of living, dark purple crystal.

Sceaduinars are strange creatures born of pure entropy, the antithesis of creation and life. In the cold heart of the Negative Energy Plane, the un-substance of that realm coalesces into snowflake-like crystals, and it is from these strange formations that sceaduinars arise, breaking free from their jagged “eggs” fully grown. They hate the living and the undead with equal passion, perhaps out of jealousy for those who have a spark of life (even if that spark is provided by a corruption of life in the form of undeath), though they usually ignore creatures from the Outer Sphere. They believe their positive energy counterparts, the jyoti, long ago stole their ability to create, breaking the parallel between the two energy planes and forcing these void-dwellers into an unwanted role of pure destruction.

In a way, their hatred parallels that of another native of the Negative Energy Plane—the nightshade. Yet despite their similar goals, the sceaduinars see nightshades as just another corruption of life worthy of destruction—even though very few sceaduinars are powerful enough to directly oppose one of these deadly undead. Sceaduinars are quite intelligent, yet they have no real society to speak of. When they gather together, it is always to form a larger band to strike against a particularly dangerous foe.

HP
85 (9d10+36)
AC
20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
Init
+5
Speed
40 ft., fly 90 ft. (good)
Fort
+10
Ref
+11
Will
+5
BAB
+9
CMB
+12
CMD
28
Melee
bite +14 (1d6+3 plus 1d6 negative energy and energy drain), 2 wings +9 (1d6+1 plus 1d6 negative energy)
DR
10/adamantine or good
SR
18
Defensive Abilities
entropic flesh, negative energy affinity, void child
Racial Modifiers
+4 Knowledge (planes), +8 Stealth
str
17
+3
dex
20
+5
con
18
+4
int
13
+1
wis
14
+2
cha
17
+3

Weapons: Martial, Simple

energy drain (1 level, DC 17)

Entropic Touch — A sceaduinar's natural attacks can strike incorporeal creatures as if they were ghost touch weapons. All of a sceaduinar's natural attacks deal +1d6 points of negative energy damage to the target. This energy does not heal creatures healed by inflict spells.

Universal Monster Rules

Energy Drain (1 level, DC 17) Su from Universal Monster Rule
This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature's racial HD + the draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
Negative Energy Affinity Ex from Universal Monster Rule
The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature.

Special Abilities

Entropic Flesh from text
Entropic Touch from text
A sceaduinar's natural attacks can strike incorporeal creatures as if they were ghost touch weapons. All of a sceaduinar's natural attacks deal +1d6 points of negative energy damage to the target. This energy does not heal creatures healed by inflict spells.
Void Child from text

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Step Up from Feat

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Escape Artist +17, Fly +9, Intimidate +15, Knowledge (nature) +13, Knowledge (planes) +17, Perception +17, Sense Motive +14, Stealth +25

spell-like abilities:
Constant—Entropic Shield, Constant—Hide From Undead (DC 14), At will—Bleed (DC 13), At will—Dimension Door, At will—Dispel Magic, 3/day—Death Knell (DC 14), 3/day—Deeper Darkness, 3/day—Enervation, 3/day—Inflict Serious Wounds (DC 16), 3/day—Silence (DC 15), 1/day—Antilife Shell, 1/day—Teleport, Greater, 1/day—Harm (DC 19), 1/day—Slay Living (DC 17)
Details
Type
Outsider
Alignment
NE
Size
Medium
Environment
any (Negative Energy Plane)
Organization
solitary or death squad (2-11)
Treasure
standard
Senses
darkvision 120 ft., lifesense, low-light vision; Perception +17
Languages
Aklo, Common
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
19 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Step Up (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Entropic Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Hide From Undead (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Death Knell (Spell) — core content under OGL 1.0a
  • Knows spell: Deeper Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Enervation (Spell) — core content under OGL 1.0a
  • Knows spell: Inflict Serious Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Silence (Spell) — core content under OGL 1.0a
  • Knows spell: Antilife Shell (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Harm (Spell) — core content under OGL 1.0a
  • Knows spell: Slay Living (Spell) — core content under OGL 1.0a
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