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Sceaduinar

CREATURE 7

Strange creatures born from jagged crystals in the heart of the Void, sceaduinar are fueled by its void energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds.

These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm-even the twisted sparks found in undead creatures.

When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Void is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where void energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms.


Perception +15; greater darkvision, lifesense 120 feet
Languages Aklo
Skills Acrobatics +17, Athletics +13, Intimidation +13, Occultism +15, Stealth +17
Str +2, Dex +6, Con +4, Int +2, Wis +4, Cha +0
Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Lifesense 120 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.


AC 25; Fort +16, Ref +18, Will +14; +1 status to all saves vs. magic
HP 100, void healing; Immunities death effects, drained; Weaknesses holy 10; Resistances physical 5 (except adamantine)
+1 Status to All Saves vs. Magic
Void Child

Sceaduinar have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as Seize Soul or a Resurrect ritual) or that require knowledge of a creature's identity (such as Scrying), and critically fails Crafting checks.

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.

Wing Flash
Trigger A creature attempts a melee attack against a sceaduinar or an Acrobatics check to Tumble Through the sceaduinar's space

Effect The sceaduinar flexes its wings to emit a brief pulse of void energy that deals 4d6 void damage to the triggering creature (DC 22 basic Reflex save).

Speed 30 feet, fly 60 feet
Melee Jaws +18 (agile, finesse, magical, unarmed), Damage 2d6+4 piercing plus 2d6 void plus Drain Life
Melee Wing +18 (agile, finesse, magical, reach 10), Damage 2d6+4 slashing plus 2d6 void
Occult Innate Spells DC 25; 4th Translocate, Darkness, Dispel Magic, Harm; 3rd Grim Tendrils, Harm (×3); 2nd Silence; Cantrips (4th) Void Warp
Drain Life (occult)

When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become Drained 1.

Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4.

Effect: Drain Life

Entropic Touch

Void damage dealt by a sceaduinar damages undead and creatures with void healing as if it were vitality damage. The sceaduinar's melee Strikes have the benefits of the Ghost Touch property rune on attacks against incorporeal undead.

Pathfinder Monster Core 2ORC