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Pathfinder

Compendium

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Sceaduinar

Sceaduinars are strange creatures born of pure entropy, the antithesis of Creation and life. In the cold heart of the Negative Energy Plane, the un-substance of that realm coalesces into snowflake-like crystals, and it is from these strange formations that sceaduinars arise, breaking free from their jagged “eggs” fully grown. They hate the living and the Undead with equal passion, perhaps out of jealousy for those who have a spark of life (even if that spark is provided by a corruption of life in the form of undeath), though they usually ignore creatures from the Outer Sphere. They believe their positive energy counterparts, the jyoti, long ago stole their ability to create, breaking the parallel between the two energy planes and forcing these void-dwellers into an unwanted role of pure Destruction.

In a way, their hatred parallels that of another Native of the Negative Energy Plane—the Nightshade. Yet despite their similar goals, the sceaduinars see nightshades as just another corruption of life worthy of destruction—even though very few sceaduinars are powerful enough to directly oppose one of these deadly Undead. Sceaduinars are quite intelligent, yet they have no real society to speak of. When they gather together, it is always to form a larger band to strike against a particularly dangerous foe.

Special Abilities

Entropic Flesh (Ex) Any Creature that hits a Sceaduinar with a melee attack takes 1d6 points of negative energy Damage. Attacking with a weapon that provides reach allows a Creature to avoid taking this Damage.

Entropic Touch (Ex) A sceaduinar's Natural Attacks can strike Incorporeal Creatures as if they were Ghost touch Weapons. All of a sceaduinar's Natural Attacks deal +1d6 points of negative energy Damage to the target. This energy does not heal creatures healed by Inflict Spells.

Void Child (Ex) Sceaduinars are immune to effects that target souls (such as Trap the Soul ) or require Knowledge of a creature's identity (such as Scrying ). When one is slain, it cannot be restored to life by magic save by a Miracle Or Wish , or by divine intervention.

Attributes

Sceaduinar

CR 7

  • XP

    3,200
  • Ne Medium Outsider (Extraplanar)
  • Init

    +5;

    Senses

    Darkvision 120 Ft., Lifesense, Low-light Vision;Perception +17
  • DEFENSE

  • AC

    20, touch 16, flat-footed 14 (+5 Dex, +1 Dodge, +4 Natural)
  • hp

    85(9d10+36)
  • Fort

    +10,

    Ref

    +11,

    Will

    +5
  • Defensive Abilities

    Entropic Flesh, Negative Energy Affinity, Void Child;

    DR

    10/adamantine Or Good;

    Immunities

    Cold, Death Effects, Disease, Energy Drain, Poison;

    Resist

    Acid 10, Electricity 10, Sonic 10;

    SR

    18
  • OFFENSE

  • Speed

    40 Ft., Fly 90 Ft. (Good)
  • Melee

    Bite +14 (1d6+3 Plus 1d6 Negative Energy And Energy Drain), 2 Wings +9 (1d6+1 Plus 1d6 Negative Energy)
  • Special Attacks

    Energy Drain (1 Level, Dc 17), Entropic Touch
  • Spell-Like Abilities

    (CL 9; concentration +12 )
  • STATISTICS

  • Str

    17,

    Dex

    20,

    Con

    18,

    Int

    13,

    Wis

    14,

    Cha

    17
  • Base Atk

    +9;

    CMB

    12;

    CMD

    28
  • Feats

    Dodge, Mobility, Skill Focus (Perception), Step Up, Weapon Finesse,
  • Skills

    Escape Artist +17 Fly +9 Intimidate +15 Knowledge (nature) +13 Knowledge (planes) +17 Perception +17 Sense Motive +14 Stealth +25 ;

    Racial Modifiers

    +4 Knowledge (Planes), +8 Stealth
  • Languages

    Aklo, Common
  • ECOLOGY

  • Environment

    Any (Negative Energy Plane)
  • Organization

    Solitary Or Death Squad (2-11)
  • Treasure

    Standard