Monster Dossier

Faleivoum The Doudeix

Male axiomite grandmaster

Level 22

Traits

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Rules & statistics

Monster Profile

Perception

39

Senses

  • Name
    spatial sense

Languages

Languages
  • krialouk
  • morouvaem
  • moriakrik
  • utopian

Skills

Acrobatics
41
Arcana
37
Athletics
39
Deception
34
Intimidation
39
Occultism
37
Demiplane lore
45

Ability Mods

Str
10
Dex
11
Con
8
Int
8
Wis
11
Cha
7

Defenses

Ac
48
Saving Throws
Fort
39
Ref
39
Will
36
Abilities
  • +2 status to all saves vs. chaotic
Hp
  • Hp
    380
    Abilities
    • fast healing 20
Immunities
  • extradimensional
  • keeper of the lighthouse

Speed

Abilities
  • air walk
Walk
40

Attacks

  • Range
    Melee
    Name
    palm
    Attack
    41
    Traits
    • agile
    • finesse
    • reach
    • unarmed
    Effects
    • vicious impact
    Damage
    6d6+18 bludgeoning plus vicious impact
    Types
    • bludgeoning
  • Range
    Melee
    Name
    knifehand
    Attack
    41
    Traits
    • deadly
    • finesse
    • reach
    • unarmed
    • versatile
    Effects
    • vicious impact
    Damage
    7d8+18 slashing plus vicious impact
    Types
    • slashing
  • Range
    Ranged
    Name
    elemental gateway
    Attack
    39
    Traits
    • cold
    • range
    Effects
    • cold
    • electricity
    • fire
    • or sonic
    Damage
    4d10+19 acid, cold, electricity, fire, or sonic
    Types
    • acid

Abilities

Top
  • Entries
    • Faleivoum instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces, even if the entrance to these spaces is within the Lighthouse (such as a creature within a bag of holding (generic)).
    Name
    Spatial Sense
Mid
  • Activity
    Number
    1
    Unit
    reaction
    Name
    Attack of Opportunity
  • Entries
    • Faleivoum and his reflection (page 57) are two linked existences. If one of them is affected by a harmful effect, they can shift the harmful effect to the other as a free action, even if they can't act.
    Name
    Essence Reflection
  • Entries
    • Faleivoum can foil any attempts to use planar powers against him. He is immune to all extradimensional effects, such as maze, but can choose to be affected by such effects normally.
    Name
    Extradimensional Immunity
  • Entries
    • Faleivoum can choose whether he is affected by his worldspheres (page 57).
    Name
    Keeper of the Lighthouse
  • Activity
    Number
    1
    Unit
    reaction
    Traits
    • conjuration
    • divine
    • teleportation
    Trigger
    Faleivoum is targeted by a ranged Strike or spell attack roll
    Entries
    • Faleivoum opens a portal in front of the incoming missile, then opens another portal nearby that fires the missile at another creature within 60 feet of him. He takes no damage from the triggering attack and makes a ranged Strike with a +43 bonus. The Strike deals damage according to the triggering ability.
    Name
    Portal Redirection
Bot
  • Activity
    Number
    2
    Unit
    action
    Traits
    • conjuration
    • teleportation
    Requirements
    Faleivoum is in the Glass Lighthouse
    Entries
    • Faleivoum folds the fabric of the Glass Lighthouse before opening several gateways from which dangerous elements spew forth. He teleports to his throne, regardless of distance, then makes three elemental gateway Strike||Strikes. Each Strike must target a different creature. He can't use Gateway Onslaught again for 1d4 rounds.
    Name
    Gateway Onslaught
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    Requirements
    Faleivoum is in the Glass Lighthouse
    Entries
    • Faleivoum exerts his will over the Glass Lighthouse to cause one of several effects. The effect is magical, but Faleivoum isn't using magic when he takes this action—just triggering a magical effect he already set up. The level for each of these effects is 10, and any save is 45. Faleivoum or Faleivoum's Reflection can't use Planar Restructuring for 1d4 rounds.
    • Type
      list
      Items
      • Accelerate/Decelerate Faleivoum affects the flow of time around a target within 60 feet, affecting them with either haste or slow.
      • Deny Faleivoum rejects the existence of a power other than his own, affecting an object with disjunction.
      • Rewind Faleivoum rewinds time to undo harm. He or his reflection are affected by the two-action version of heal or by restoration.
      • Rise Faleivoum creates a gravitational nexus of reverse gravity.
      • Sequester Faleivoum folds space to affect a creature with resilient sphere.
    Name
    Planar Restructuring
  • Activity
    Number
    2
    Unit
    action
    Frequency
    Unit
    round
    Number
    1
    Entries
    • Faleivoum bends time to make multiple attacks. He makes three unarmed Strike||Strikes. If multiple attacks hit the same creature, combine their damage for the purpose of resistances and weaknesses.
    Name
    Temporal Flurry
  • Entries
    • Faleivoum has had an eternity to reflect on his own weaknesses and the weakness of others. If he critically hits with a melee Strike, he can target the eyes, joints, or other weak points to add one of the following effects of his choice unless the target succeeds on a 46 Fortitude save.
    • Type
      list
      Items
      • The target becomes clumsy|CRB|clumsy 1 for 1 minute.
      • The target becomes enfeebled|CRB|enfeebled 1 for 1 minute.
      • The target takes 3d6 persistent damage||persistent bleed damage.
      • The target can't Step for 1 minute.
    Name
    Vicious Impact
  • Activity
    Number
    1
    Unit
    free
    Requirements
    Faleivoum is in the Glass Lighthouse
    Trigger
    Faleivoum Strike||Strikes a creature on his own turn
    Entries
    • Faleivoum rotates the space of the Glass Lighthouse around himself to carry him to a distant location in an instant. He Stride||Strides twice. This movement doesn't trigger reactions. If his next action is to attack a different target than the triggering creature, he gains a +1 circumstance bonus to that attack; each time he Walks the Spiral in a turn, this bonus increases by 1, to a maximum of +3.
    Name
    Walk the Spiral

Background

Lore

No lore provided.