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From Pathfinder Adventure Path: Bastion of Blasphemies, which isn't enabled.

Jinnivere Arudora

CREATURE 8

Variant female dullahan

Perception +18; lifesense (imprecise) 60 feet
Languages Common, Necril
Skills Athletics +18, Intimidation +16, Nature +18, Survival +16
Str +6, Dex +0, Con +2, Int +2, Wis +4, Cha +4

AC 25; Fort +16, Ref +12, Will +18; +1 status to all saves vs. magic
HP 150; Immunities bleed, death effects, disease, fear effects, paralyzed, poison, unconscious; Weaknesses holy 10
+1 Status to All Saves vs. Magic
Fast Healing 5

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Easy to Enrage (auditory, concentrate, emotion, linguistic, mental)

Jinnivere still carries anger and frustration about the way her brother Augsten used to mercilessly tease her agility and lanky frame. A PC can attempt to insult her in the same way by making a special attempt to Demoralize her with a DC 24 Intimidation check, with the following results.


Critical Success The insult cuts deep. Jinnivere loses the effects of her Head Hunter ability and Frightful Presence for the next hour, becomes Slowed 1 on her next turn as she spends one of her actions sputtering and seething in anger. The DC for her to Command an Animal on her mount rises to DC 28. The next attempt to enrage her using this insult by any PC gains a +4 circumstance bonus to the Intimidation check.

Success Jinnivere sputters with anger at the insult and loses the effects of her Head Hunter ability and Frightful Presence until the end of her next turn. On her next turn, she focuses her attacks on the insulting PC (unless a different PC achieves this result before her turn, in which case her anger shifts to that PC). The next attempt to enrage her using this insult by any PC gains a +2 circumstance bonus to the Intimidation check.

Failure As success, but Jinnivere retains her Head Hunter ability and no circumstance bonus is granted.

Critical Failure Jinnivere is annoyed but not otherwise bothered by the insult. The PC who critically failed the check cannot attempt to enrage her in this way again for 1 minute.

Frightful Presence (aura, emotion, fear, mental)

30 feet. DC 23 Will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Reactive Strike

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

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 20 feet
Melee Striking Wounding Bastard Sword +19 (magical, two hand d12), Damage 2d8+8 slashing plus 1d6 bleed
Melee Riding Crop +18 (agile, magical), Damage 4d6 mental plus Agonizing Welts
Agonizing Welts (curse, occult)

Jinnivere can wield her riding crop as a melee weapon to create agonizing pain in the minds of those she strikes. It also inflict a curse that causes their mental pain to manifest as painful visible welts and seeping wounds that never seem to heal. If she inflicts agonizing welts on a creature already afflicted by it, the victim attempts a new save, ignoring the result if it's better than a failure.


Saving Throw DC 26 Fortitude
Stage 1 Clumsy 1 (1 round)
Stage 2 Clumsy 2 and all speeds are reduced by 10 feet (1 round)
Stage 3 As stage 2, except Clumsy 3 (1 round)
Stage 4 As stage 2, except clumsy 3 and Slowed 1 (1 round)
Head Hunter

Any slashing weapon gains the Keen rune while a dullahan wields it, and any hatchet they wield gains the Returning rune as well. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target.

Reap

The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if it is temporarily immune.

Summon Steed (occult)

The dullahan summons a war horse with elite adjustments and the fiend and unholy traits. This steed remains until it is slain, the dullahan Dismisses this effect, or the dullahan Summons a Steed again.

Pathfinder Adventure Path: Bastion of BlasphemiesORC