Tatterlorn

System: Pathfinder | SRD

Tatterlorn CR 7
XP 3200
Init +4 ; Senses darkvision 60 ft.; Perception +14
Defense
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 84 (8d8+48)
Fort +8, Ref +6, Will +9
Immune undead traits
Offense
Speed 30 ft.
Melee 2 claws +12 (1d6+6)
Special Attacks create spawn, isolate, sneak attack +2d6
CMB +12 CMD 27
Statistics
Str 22,, Dex 19,, Con —,, Int 11,, Wis 16,, Cha 23
Base Atk +6
Feats Combat Reflexes , Dodge , Mobility , Spring Attack
Skills Climb +17, Escape Artist +12, Perception +14, Stealth +15 (+23 vs. living observers)
Languages Common
Special Abilities
Create Spawn (Su) A humanoid that dies while under the effects of isolate (see below) rises as a tatterlorn in 1d4 rounds.
Forsaken (Su) Living creatures have difficulty noticing or even gazing directly at a tatterlorn. Against living observers, a tatterlorn gains a +8 racial bonus on Stealth checks and always has concealment (20% miss chance). A tatterlorn’s attacks of opportunity against any creature affected by this defense always resolve as if the target were flat-footed. True seeing negates this ability. This is a mind-affecting effect.
Isolate (Su) As a swift action, a tatterlorn can isolate a living creature from the world. The target must be within 10 feet of the tatterlorn, and can resist being isolated with a successful DC 20 Will save. Regardless of the saving throw, a single creature can only be targeted by this effect once every 24 hours. Isolation persists for 1 minute, during which time the isolated creature treats all other creatures as if they had the tatterlorn’s forsaken ability, and all living creatures treat the isolated character in the same manner. An isolated creature cannot take the aid another action, nor can it benefit from this action. Worse, an isolated creature becomes nearly overwhelmed with sensations of loneliness and neglect, and becomes increasingly convinced it is without purpose in the world. This causes a creature to take a –4 penalty on all attack rolls, skill checks, ability checks, and Will saving throws. This effect of isolate is a mind-affecting effect, but all other effects are not. The save DC is Charisma-based.

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