Falaifaekhaes Cultist

CREATURE 3

rare ce medium falaifaekhaes humanoid 

Perception +10; echolocation (precise) 20 feet, greater darkvision

Languages Aklo, Falaifaekhaes; telepathy 30 feet

Skills Acrobatics +8, Occultism +9, Religion +10, Stealth +10

Str +0 Dex +3 Con +2 Int +2 Wis +3 Cha +0

Items voidglass kukri

Echolocation A falaifaekhaes can use its hearing as a precise sense at the listed range.

AC  18; Fort +7, Ref +10, Will +10

HP 40; Immunities cold; Weaknesses fire 5

Light Blindness

No Breath A falaifaekhaes doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison).

Speed 25 feet, fly 30 feet

Melee [>] kukri +10 (agile, finesse, trip), Damage 1d6+2 slashing

Melee [>] jaws +10 (agile, finesse), Damage 1d8+2 piercing plus falaifaekhaes venom

Divine Prepared Spells DC 20, attack +12; 2nd dispel magic, heal, sound burst; 1st fear, harm, heal, ventriloquism; Cantrips (3rd) divine lance, forbidding ward, message, prestidigitation, stabilize.

Occult Innate Spells DC 19, attack +11; 2nd phantom pain; Cantrips (2nd) daze, detect magic, mage hand, telekinetic projectile

Falaifaekhaes Venom (emotion, fear, mental, poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round)

Shock Mind [>>] (enchantment, mental, occult) The falaifaekhaes scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 2d6 mental damage, and the target must succeed at a DC 20 Will save (this has the incapacitation trait) or become confused for 1 round.

Invoke Haunter of the Dark [>>] (divine, enchantment, mental, visual) Frequency once per day; Effect The falaifaekhaes cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each nongrioth creature within 20 feet must attempt a DC 20 Will save. Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and becomes stupefied 1 for 1 round.Critical Failure The creature takes double damage and becomes stupefied 1 for 1 minute.

Bestiary 3, page 123.

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