Hupia

System: Pathfinder | SRD

Hupia CR 6
XP 2400
Init +9 ; Senses darkvision 60 ft., fear sense; Perception +14
Defense
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 76 (9d8+36)
Fort +7, Ref +8, Will +10
Immune undead traits
Offense
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 slams +12 (1d8+6 plus Charisma drain)
Special Attacks Charisma drain
Spell-Like Abilities (CL 6th; concentration +10)
CMB +12 CMD 28
Statistics
Str 22,, Dex 21,, Con —,, Int 10,, Wis 15,, Cha 19
Base Atk +6
Feats Combat Reflexes , Dodge , Improved Initiative, Iron Will , Mobility
Skills Disguise +16, Fly +25, Perception +14, Stealth +17
Languages Common
SQ change shape (bat; beast shape III ), misdirected appearance
Special Abilities
Charisma Drain (Su) A creature struck by a hupia’s slam attack must succeed at a DC 18 Fortitude save or take 1 point of Charisma drain. A creature already suffering a fear effect instead takes 1d4 points of Charisma drain on a failed save, or 1 point of Charisma drain on a successful save. The save DC is Charisma-based.
Fear Sense (Su) A hupia can detect a creature with the shaken, frightened, or panicked condition within 100 feet as if it had blindsight.
Misdirected Appearance (Su) The first time a creature sees a hupia, instead of a frightening undead monster it sees either the form the hupia had in life or that of someone dear to the creature. An observer can see past this illusion with a successful DC 18 Will save. A creature immune to mind-affecting effects or that has other protections against creatures reading its mind is immune to this effect. The save DC is Charisma-based.
Rejuvenation (Su) After being destroyed, a hupia reforms at the site of its death in 1d6 days. To permanently destroy a hupia, a special ritual must be performed involving a personal item of the hupia and 100 gp worth of rare herbs that are burned during the ceremony.

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