The Mistake
CREATURE 12Variant unrisen
Whenever an unrisen would take damage from vitality energy, it instead heals half that number of Hit Points.
A creature with a prepared or spontaneous spell that can restore the dead to life (such as Breath of Life or Raise Dead) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a Will save against the creature's spell DC.
As unrisen, but the heart-like Vile Remnant lodged within the creature's chest becomes momentarily visible as it's returned by this ability, allowing The Mistake to use Show the Horror.
If the unrisen is reduced to 0 Hit Points by means other than fire damage, disintegration, or its resurrection vulnerability, it returns to unlife at the start of its next turn. It has 100 Hit Points and is Prone in the space in which it was destroyed. The unrisen can't be returned by this ability again for 1 hour.
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.
The unrisen howls in pain at its cursed existence. Creatures within a 30-foot emanation take 10d8 mental damage with a DC 32 basic Will save. The unrisen can't use Agonized Howl again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature is unsettled by the sight and becomes Frightened 1.
Failure The creature becomes Frightened 2 and feels something shift in its own chest, as if a similarly shaped horror was within its own ribcage and twitching in delight at seeing its twin in another place. The affected creature can't reduce its frightened condition below 1 as long as The Mistake remains active and within 60 feet.
Critical Failure As failure, but Frightened 3, and the creature continues to feel that awful chest twitch any time thereafter it becomes frightened. The creature becomes Slowed 1 whenever it's frightened as it uses one of its actions to grip at its chest and worry about the implications of what might be inside of it; this curse has an unlimited duration.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.