Nihiloi

System: Pathfinder | SRD

Nihiloi CR 11
XP 12800
Init +11 ; Senses darkvision 90 ft., see in darkness; Perception +18
Defense
AC 23, touch 18, flat-footed 15 (+7 Dex, +1 dodge, +5 natural)
hp 135 (10d10+80); fast healing 5 (only in shadows)
Fort +11, Ref +16, Will +12
Immune cold
Offense
Speed 40 ft., fly 60 ft. (good)
Melee 2 claws +13 (2d8+3), 2 slams +13 (1d8+3 plus grab)
Space 5 ft., ; Reach 20 ft. (with slam)
Special Attacks shadow crafting
Spell-Like Abilities (CL 10th)
Aura tendrils
CMB +17 CMD 31
Statistics
Str 17,, Dex 24,, Con 27,, Int 15,, Wis 20,, Cha 18
Base Atk +10
Feats Agile Maneuvers , Dodge , Improved Initiative , Lightning Reflexes , Mobility
Skills Acrobatics +20 (+24 to jump), Bluff +17, Diplomacy +17 (+21 against Plane of Shadow natives), Escape Artist +20, Fly +24, Knowledge (planes) +15, Perception +18, Stealth +20 (+30 in dim light)
Languages Abyssal, Common, Infernal; broadcast
Special Abilities
Broadcast (Su) Nihilois possess a selective type of long-distance telepathy. All nihilois can communicate telepathically with all other nihilois within 3 miles. An intermediary nihiloi can even pass messages between others of their race separated over long distances. They can also communicate telepathically with members of other races within 50 feet.
Malleable (Su) Nihilois exists as shadow, congealed into tangible but ever-twisting forms. Anytime a nihiloi is aware of imminent attack, it receives the benefit of 20% concealment, as it can warp and shift its body to avoid the blow.
See in Darkness (Su) Nihilois can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Crafting (Sp) Five times per day, when in an area of dim light or darkness, a nihiloi can manipulate shadow to reproduce an effect identical to shadow evocation . Typically, these effects are DC 19 to resist, but if both the nihiloi and its target are within areas of dim light or darkness, the DC increases by +2. This is a shadow effect. The save DC is Charisma-based.
Tendrils (Su) Once aware of enemies nearby, as a standard action, a nihiloi can unleash its tendrils in a haze of umbral whips that surrounds the area within 10 feet of it. Any creature that enters this area takes 4d6+3 points of damage from dozens of deadly lashes (Reflex save DC 23 for half damage). A nihiloi must take an additional standard action to end this effect. The save DC is Constitution-based.

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