Zuipnyrn

CREATURE 3

rare n small aberration 

Perception +9; greater darkvision

Languages Common (Can't Speak Any Language)

Skills Stealth +11

Str +1 Dex +3 Con +3 Int -2 Wis +2 Cha +5

AC  20; Fort +10, Ref +10, Will +7

HP 35; Resistances bludgeoning 3

Alluring Aspect (aura, occult, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait.

Speed 20 feet, climb 10 feet

Melee [>] eye stalk +8 (agile), Damage 2d4+2 bludgeoning

Beguiling Gaze [>>>] (occult, visual) The zuipnyrn attempts to charm a creature within 30 feet that is currently fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour. Critical Success The creature is unaffected and is no longer fascinated.Success The creature is unaffected.Failure The creature is helpful toward the zuipnyrn for 1 hour.Critical Failure The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it.

Blinding Flare [>>] (occult, visual) The zuipnyrn's eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can't use Blinding Flare again for 1 minute. Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is blinded for 1 round and dazzled for 1 minute.Critical Failure The creature is blinded for 1 minute.

Extinction Curse #2: Legacy of the Lost God, page 85.

Open Zuipnyrn in the interactive creatures list or browse all creatures starting with Z.