CREATURE 11
Variant roiling incant (Bestiary 3 215)
Perception +19; lifesense
Skills Acrobatics +22
Str +5 Dex +5 Con +7 Int -5 Wis +0 Cha -5
AC 31; Fort +24, Ref +22, Will +17
HP 190; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, negative, nonlethal attacks, paralyzed, poison, sickened, unconscious
Absorb Necromancy A protosoul is made of necromantic energy. Any time it would be affected by another creature's non-cantrip necromancy spell, after applying its immunity, it also regains 10 Hit Points.
Speed fly 40 feet
Melee necromantic tendril +22 (divine, magical, necromancy, reach 10 feet), Damage 3d10+11 force
Ranged necromantic bolt +22 (divine, magical, necromancy, range increment 30 feet), Damage 2d10+11 force
Divine Innate Spells DC 30, attack +22; 5th harm (at will, see Unstable Magic); 4th enervation (at will); 3rd sudden blight (at will); Cantrips (5th) chill touch
Engulf DC 30, 2d8 force plus 3d8 negative, Escape DC 30, Rupture 25
Unstable Magic The roiling protosoul can't be healed or Repaired, and is destroyed at 0 Hit Points. So long as it is not destroyed, it naturally recovers 77 Hit Points each day. Each time a roiling protosoul casts one of its non-cantrip spells, it drains its own magic to do so, taking 6 force damage.
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