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From Pathfinder #185: A Taste of Ashes, which isn't enabled.

Facetbound Cascader

CREATURE 16

Facetbound cascaders must have been arcane spellcasters in life; in undeath, they draw upon the power of embedded orange prism aeon stones to defend themselves from magical damage and redirect that energy toward their opponents. Despite their incredible intelligence, facetbound cascaders have few memories of their former lives and typically serve the whims of their creator.


Inspired by the work of the Azlanti and their obsessions with aeon stones, certain necromancers strive to tap into those curious magical items to create undead with powerful abilities. A facetbound is created from a living being with an aeon stone surgically attached to their skull who is killed in a specific, secret ritual. Each facetbound must bear a single aeon stone, and this stone determines the powers the facetbound wields (in place of the normal powers of the implanted stone)


Perception +28; darkvision
Languages Chthonian, Common, Draconic, Necril
Skills Acrobatics +28, Arcana +31, Intimidation +27, Occultism +29, Religion +28, Stealth +28
Str +2, Dex +6, Con +5, Int +9, Wis +6, Cha +5
Implanted Stone

A cascader's aeon stone can't be Disarmed or removed until the cascader is destroyed.


AC 38; Fort +25, Ref +26, Will +28; +2 status to all saves vs. magic
HP 280, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
+2 Status to All Saves vs. Magic
Energy Ward
Trigger The facetbound cascader would take acid, cold, electricity, fire, or poison damage

Effect The cascader gains resistance 15 to the triggering damage, replacing any other resistance gained from this ability. Most facetbound cascaders begin combat with resistance 15 to cold.
Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed 25 feet
Melee Staff +30 (two hand d8), Damage 1d4+9 bludgeoning plus Energy Charge
Arcane Spontaneous Spells DC 38, attack +30; 8th (3 slots) Horrid Wilting, Polar Ray, Power Word Stun; 7th (3 slots) Power Word Blind, Prismatic Spray, Disintegrate; 6th (3 slots) Chain Lightning, Spellwrack, Acid Arrow; 5th (3 slots) Cloudkill, Cone of Cold, Magic Missile; 4th (3 slots) Fly, Resilient Sphere, Fireball; 3rd (3 slots) Earthbind, Stinking Cloud, Wall of Wind; 2nd (3 slots) Blur, Continual Flame, See Invisibility; 1st (3 slots) Color Spray, Gust of Wind, True Strike; Cantrips (8th) Detect Magic, Electric Arc, Produce Flame, Ray of Frost, Shield
Energy Charge (arcane)

The cascader's melee Strikes deal an additional 4d10 damage of the type resisted by its Energy Ward.

Energy Shift (arcane, spellshape)

The cascader can alter its spell damage. If the next action it uses is to Cast a Spell that deals acid, cold, electricity, fire, or poison damage, the cascader can change the damage type to match its Energy Ward instead of the spell's normal damage type (replacing the spell's corresponding trait).

Pathfinder #185: A Taste of AshesOGL