CREATURE 13
Perception +23; low-light vision
Languages Aklo, Common, Sylvan
Skills Crafting +28, Millinery Lore +30, Occultism +24, Society +24, Stealth +27
Str +4 Dex +8 Con +1 Int +7 Wis +4 Cha +2
Items +1 striking felt shears (as dagger)
AC 34; Fort +20, Ref +27, Will +23
HP 275; Weaknesses cold iron 10
Attack of Opportunity The millindemalion can use Hat Toss against the triggering creature instead of making a Strike, making a melee attack roll with a +27 modifier to do so.
Unsettling Mind Attempting to touch the frenetic mind of a millindemalion is a dangerous task. When the millindemalion succeeds at a saving throw against a mental effect, the creature originating that effect takes 4d6 mental damage.
Speed 30 feet
Melee felt shears +27 (agile, finesse, magic, versatile s), Damage 2d4+14 piercing plus 1d6 mental
Ranged felt shears +27 (agile, magic, thrown 10 feet), Damage 2d4+10 piercing plus 1d6 mental
Hat Toss (enchantment, manipulate, mental, primal) The millindemalion quickly crafts a mind-altering hat in combat and tosses it onto a target with a flick of their wrist. The millindemalion chooses one of the effects below and makes a ranged attack roll with a +27 modifier and a range increment of 20 feet. On a hit, the target must succeed at a DC 33 Will saving throw or experience the listed effect for 1d4+1 rounds. If the millindemalion critically succeeds at the ranged Strike, the target takes a –4 circumstance penalty on the save. A target can only wear one millindemalion hat at a time; a new hat replaces any previous hat. The hat can't be removed before the condition ends, but when the condition ends (or on a successful save), the hat falls to pieces.
Sneak Attack A millindemalion deals an extra 4d6 precision damage to flat-footed creatures.
Bestiary 3, page 169.
Open Millindemalion in the interactive creatures list or browse all creatures starting with M.