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From Pathfinder #186: Ghost King's Rage, which isn't enabled.

Shadow Leydroth

CREATURE 17

In ancient times, a cabal of primalists imbued an amalgam of beasts with both supernatural might and a hatred of magic itself, hoping to achieve a potent weapon for use against arcane spellcasters. Effective beyond expectation, the first leydroths broke free and turned on their creators. Worse, the leydroths bred true, and these reclusive predators have long outlived their original creators.

Leydroths look like distorted, apelike felines with many-branching horns growing from the backs of their heads. Their thickly muscled limbs end in glowing claws.


Perception +30; darkvision; magic sense (imprecise) 60 feet
Languages Aklo, Necril
Skills Acrobatics +32, Athletics +33, Deception +28, Intimidation +28, Stealth +33, Survival +30
Str +8, Dex +7, Con +9, Int -3, Wis +5, Cha +5
Magic Sense (primal)

The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense.

Slink in Shadows

The Shadow Leydroth can Hide or end its Sneak in a creature's or object's shadow.


AC 40 (or 36 vs. non-magical); Fort +32, Ref +30, Will +28; +2 status to all saves vs. magic
HP 315, Void Healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses force 15, ghost touch 15, vitality 15; Resistances all damage 15 (except non magical)
+2 Status to All Saves vs. Magic
36 AC vs. Non-Magical
Menace to Magic (primal)
Trigger A creature within 60 feet Casts a Spell

Effect The leydroth attempts an Intimidation check to counteract the triggering spell.
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 fly 50 feet
Melee Jaws +33 (magical, reach 10, unarmed), Damage 3d10+16 void plus 1d10 bleed
Melee Claw +33 (agile, magical, reach 10, unarmed), Damage 3d10+16 void
Melee Horn Sweep +33 (magical, reach 10, sweep, versatile p), Damage 3d12+16 void
Primal Innate Spells DC 38, attack +28; 9th Disjunction (×2); 7th Dispel Magic (At will)
Divine Innate Spells DC 38, attack +28; 2nd Darkness
Dispelling Roar (auditory, emotion, fear, mental, primal)

The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an Intimidation check and compares the result to the Will DC of each creature in the area, with the effects of Demoralize.

It also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of Dispel Magic.

The leydroth can't use Dispelling Roar again for 1d4 rounds.

Dispelling Strike (primal)
Frequency once per round
Trigger The leydroth hits a creature, object, or spell effect with a Strike

Effect The leydroth casts its innate Dispel Magic, targeting one effect on the creature struck.
Spell Feedback (primal)

Any time a leydroth counteracts a spell or item, the spell's caster or the creature holding the item takes 8d6 mental damage (DC 38 basic Will save).

Pathfinder #186: Ghost King's RageOGL