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From Pathfinder Lost Omens Monsters of Myth, which isn't enabled.

Taljjae (The Wanderer)

CREATURE 18

The form of Taljjae's body can vary from visit to visit or even moment to moment, but it's easily recognized due to its signature cloak and masks. So long as Taljjae's mood is placid, it can be approached safely, but its mercurial temperament can be hard to predict.

The slightly upturned smile of this mask depicts a sense of joy and wonder at travel and new experiences.


Perception +33; darkvision; jelly sense 120 feet
Languages Hwan, Senzar; (can't speak any language)
Skills Acrobatics +35, Athletics +31, Performance +38, Society +31
Str +8, Dex +9, Con +7, Int +6, Wis +8, Cha +9
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 43; Fort +27, Ref +33, Will +30
HP 400
Exit Stage (primal, teleportation)
Trigger Taljjae is reduced to 0 Hit Points

Effect Taljjae retains 1 Hit Point and teleports to an empty space within 30 feet. One of its masks remains behind and is broken.
Jelly Gluttony

If Taljjae detects buckwheat jelly with its jelly sense, it becomes Fascinated by the food and the creature possessing it (if applicable) and Off-Guard to all other creatures for 1d4 rounds, or until it uses an appropriate number of Interact actions to consume the jelly (generally 2: 1 to take the jelly, and another to eat it). If there's more than one helping of jelly, the condition ends once Taljjae consumes the jelly once.

Jelly Sense

Taljjae has scent as a precise sense out to 120 feet, but only to detect buckwheat jelly, the only food Taljjae loves more than flesh.


Speed 50 feet, swim 30 feet; air walk, freedom of movement,
Melee Whirling Sash +35 (agile, magical, reach 10, versatile b), Damage 4d6+18 slashing
Melee Staff +35 (magical, reach 10, two hand d8), Damage 4d4+14 bludgeoning
Ranged Goblinfire +35 (fire, range increment 60 feet), Damage 4d6+18 fire
Innate Divine Spells DC 37, attack +29; Constant (8th) Air Walk, Freedom of Movement, Haste
Change Characters (stance)
Frequency once per round

Effect Taljjae removes its current mask and dons a new one. The change refreshes Taljjae, restoring 25 healing Hit Points. Once Taljjae has removed a mask, it can't Change Characters back to that mask until it has worn all of its unbroken masks at least once, after which the cycle starts again. Taljjae can't don a broken mask.

When Taljjae Changes Characters, it gains access to the listed abilities. Any items (such as weapons) associated with its previous mask immediately disappear and are replaced by fresh ones for its new mask, but the effects of any mask abilities it has active persist. Removing a mask and later reapplying it doesn't restore any limited-use abilities.

Circling the Kingdom

Taljjae Strides twice and makes two quarterstaff Strikes at any point along its movement.

Prop Master

Taljjae has access to the critical specialization effects of any weapons it wields from one of its masks.

Second Act
Trigger Taljjae's turn begins
Requirements Taljjae has 200 or fewer Hit Points

Effect Taljjae's dance reaches a frantic climax, allowing it to change personas rapidly. Taljjae Changes Characters.
Sneak Attack

Taljjae deals an additional 2d6 precision damage to Off-Guard foes.

Waypoints

Taljjae leaves behind images of itself as it travels. Whenever it makes a Strike, it leaves behind a ghostly image of itself that lasts until the beginning of its next turn. These images block movement for Taljjae's enemies, and they provide flanking to Taljjae and its allies.

Pathfinder Lost Omens Monsters of MythOGL