Sceaduinar

System: Pathfinder | SRD

Sceaduinar CR 7
NE Outsider (extraplanar) Medium
Init +5 ; Senses darkvision 120 ft., lifesense, low-light vision; Perception +17
Defense
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 85 (9d10+36)
Fort +10 Ref +11 Will +5
DR 10/adamantine or good
Immune cold, death effects, disease, energy drain, poison
Resist acid 10, electricity 10, sonic 10
SR 18
Offense
Speed 40 ft., fly 90 ft. (good)
Melee bite +14 (1d6+3 plus 1d6 negative energy and energy drain), 2 wings +9 (1d6+1 plus 1d6 negative energy)
Special Attacks energy drain (1 level, DC 17), entropic touch
CMB +12 CMD 28
Statistics
Str 17, Dex 20, Con 18, Int 13, Wis 14, Cha 17
Base Atk +9
Feats Dodge, Mobility, Skill Focus (Perception), Step Up, Weapon Finesse
Skills Escape Artist +17, Fly +9, Intimidate +15, Knowledge (nature) +13, Knowledge (planes) +17, Perception +17, Sense Motive +14, Stealth +25
Languages Aklo, Common
Special Abilities
Entropic Flesh (Ex) Any creature that hits a sceaduinar with a melee attack takes 1d6 points of negative energy damage. Attacking with a weapon that provides reach allows a creature to avoid taking this damage.
Entropic Touch (Ex) 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 (Ex) Sceaduinars are immune to effects that target souls (such as trap the soul) or require knowledge of a creature's identity (such as scrying). When one is slain, it cannot be restored to life by magic save by a miracle or wish, or by divine intervention.
This gargoyle-like creature has long spiky legs and a bat-like head—its body seems to be made of living, dark purple crystal.

Add to encounter | Back to Monsters