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From Pathfinder Society Intro: Year of Boundless Wonder, which isn't enabled.

Shard of Aslynn (1-2)

CREATURE 2
Perception +10; darkvision
Languages Aklo, Chthonian, Common, Diabolic, Empyrean
Skills Arcana +7, Deception +8, Diplomacy +8, Intimidation +6, Occultism +11, Religion +8
Str +4, Dex +2, Con +3, Int +3, Wis +4, Cha +2
Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 18; Fort +9, Ref +6, Will +10; +1 status to all saves vs. magic
HP 35; Weaknesses cold iron 4
+1 Status to All Saves vs. Magic

Speed 25 feet
Melee Claw +11 (agile, magical, unarmed, unholy), Damage 1d6+4 slashing plus Nightmarish Wounds
Occult Innate Spells DC 17, attack +9; 1st Magic Missile (×2), Ray of Enfeeblement (×2), Sleep; Cantrips (1st) Detect Magic (Constant); Constant (1st) Detect Alignment (All alignments simultaneously)
Aslynn's Gaze (curse, emotion, fear, mental, occult)

Aslynn gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom; the creature must attempt a DC 17 Will save. Since this effect isn't visual, the creature doesn't need to be able to see Aslynn to be affected.


Critical Success The target is unaffected and is temporarily immune to Aslynn's gaze for 1 day.

Success The target is Frightened 1.

Failure The target is frightened 1 and Slowed 1 for 1 round.

Critical Failure The target is Frightened 2 and slowed 1 for 1 minute.

Nightmarish Wounds (occult)

Wounds caused by Aslynn's claws cause creatures to dwell on their worst nightmares. A creature damaged by Aslynn's claw must succeed at a DC 17 Fortitude save or be Stupefied 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's Stupefied 2 for 1 day.

Pathfinder Society Intro: Year of Boundless WonderOGL