Falaifaekhaes Scout

CREATURE 1

uncommon ce medium falaifaekhaes humanoid 

Perception +7; echolocation (precise) 20 feet, greater darkvision

Languages Aklo, Falaifaekhaes; telepathy 30 feet

Skills Acrobatics +7, Occultism +6, Stealth +7

Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +0

Items voidglass kukri

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

AC  17; Fort +5, Ref +9, Will +7

HP 16; Immunities cold; Weaknesses fire 3

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 +7 (agile, finesse, trip), Damage 1d6 slashing

Melee [>] jaws +7 (agile, finesse), Damage 1d4 piercing plus falaifaekhaes venom

Occult Innate Spells DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile

Falaifaekhaes Venom (emotion, fear, mental, poison) Saving Throw DC 17 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 1d6 mental damage, and the target must succeed at a DC 17 Will save (this has the incapacitation trait) or become confused for 1 round.

Bestiary 3, page 122.

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