Skull Fairy.json 11 KB

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  1. {
  2. "ac": 19,
  3. "alignment": "CE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 2,
  7. "constitution": 0,
  8. "creature_ability": [
  9. "Coven",
  10. "Shadowy Pop",
  11. "Skull Twist",
  12. "Terminal Tug"
  13. ],
  14. "creature_family_markdown": "",
  15. "dexterity": 4,
  16. "exclude_from_search": false,
  17. "fortitude_save": 6,
  18. "hp": 45,
  19. "hp_raw": "45",
  20. "id": "creature-2034",
  21. "image": [
  22. "/Images/Monsters/SkullFairy.png"
  23. ],
  24. "intelligence": 0,
  25. "language": [
  26. "Aklo",
  27. "Necril",
  28. "Sylvan"
  29. ],
  30. "language_markdown": "[Aklo](/Languages.aspx?ID=13), [Necril](/Languages.aspx?ID=20), [Sylvan](/Languages.aspx?ID=10)",
  31. "level": 3,
  32. "markdown": "<title level=\"1\" pfs=\"\">[Skull Fairy](/Monsters.aspx?ID=2034)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nSkull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the [Shadow Plane](/Planes.aspx?ID=11). They aren't [fey](/Traits.aspx?ID=69), but their petite, winged forms and tendency for malevolent mischief has caused the appellation “skull fairy” to stick.\n\n After bursting from the skull of the deceased, a skull fairy seeks out victims to behead. Skull fairies enjoy nothing more than the horrific sound of wrenching a head free from a body. They often wear the skulls of their most recent victim like caps atop their bulbous, oversized heads. Skull fairies take heads they've acquired to isolated caves, where they carefully strip off the flesh and put the skulls on display. If the skull fairy feels the need for new headgear, they hollow out a fresh skull to wear and retire the old one to a place of prominence.\n\n A group of exactly three skull fairies who have each been alive for at least 13 years become much more powerful than their solitary or younger kin. Members of such a coven become stronger and more intelligent, and they set their minds to evil and chaos on a much wider scale—although anything more complicated than wandering about to twist off heads might seem aspirational to a skull fairy. Skull fairies that join a [coven](/MonsterAbilities.aspx?ID=11) gain the [elite adjustments](/Rules.aspx?ID=790) and often acquire more powerful innate spells. [_Nondetection_](/Spells.aspx?ID=209) and [_stinking cloud_](/Spells.aspx?ID=309) are the most common spells a skull fairy coven can access, but others exist. A skull fairy can only join a coven consisting exclusively of other skull fairies\n\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/SkullFairy.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 3\">[Skull Fairy](/Monsters.aspx?ID=2034)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Tiny\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 87</row>\n\n**Perception** +10; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Aklo](/Languages.aspx?ID=13), [Necril](/Languages.aspx?ID=20), [Sylvan](/Languages.aspx?ID=10)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +9, [Intimidation](/Skills.aspx?ID=7) +9, [Stealth](/Skills.aspx?ID=15) +11, [Thievery](/Skills.aspx?ID=17) +9\r\n\r\n<row gap=\"medium\">\r\n**Str** +0\r\n\r\n**Dex** +4\r\n\r\n**Con** +0\r\n\r\n**Int** +0\r\n\r\n**Wis** +3\r\n\r\n**Cha** +2\r\n</row>\r\n\r\n**[Coven](/MonsterAbilities.aspx?ID=11)** A skull fairy adds [_nondetection_](/Spells.aspx?ID=209) and [_stinking cloud_](/Spells.aspx?ID=309) to their coven's spells.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 19 \r\n\r\n**Fort** +6 \r\n\r\n**Ref** +11 \r\n\r\n**Will** +8 \n\n</row>\r\n\r\n**HP** 45\n\n**Shadowy Pop** When killed, a skull fairy explodes into shadowy, noxious tissue like a burst bubble. Each creature within 5 feet must succeed at a DC 18 Fortitude save or become [sickened 2](/Conditions.aspx?ID=34) (sickened 3 on a critical failure).\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 15 feet, fly 30 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nfist +11 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179), [Magical](/Traits.aspx?ID=103)),\r\n**Damage** 1d10+4 bludgeoning plus Skull Twist\r\n\r\n**Primal Innate Spells** DC 17\r\n- **Cantrips (2nd)**\r\n[Mage Hand](/Spells.aspx?ID=177)\r\n- **1st**\r\n[Fear](/Spells.aspx?ID=110)\r\n- **2nd**\r\n[Faerie Fire](/Spells.aspx?ID=107)\r\n\r\n**Skull Twist** <actions string=\"Single Action\" /> ([Manipulate](/Traits.aspx?ID=104)) **Requirements** The skull fairy's last action was a successful fist Strike against a creature with a skull; **Effect** The skull fairy wrenches the creature's neck, disorienting it. The creature must succeed at a DC 20 Fortitude save or be [stunned 1](/Conditions.aspx?ID=36) (stunned 3 on a critical failure).\r\n\r\n**Terminal Tug** <actions string=\"Two Actions\" /> ([Death](/Traits.aspx?ID=40), [Necromancy](/Traits.aspx?ID=117), [Occult](/Traits.aspx?ID=120)) The skull fairy attempts to rip the head off an adjacent [dying](/Conditions.aspx?ID=11) creature. The target must attempt a DC 20 Fortitude save. If it fails, it dies, and the skull fairy gains 10 temporary Hit Points for 1 hour.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skull Fairy Friends</title>\r\n\r\nMost skull fairies hold lengthy conversations with the skulls they've collected and even pretend they have arguments that the skull fairy can mediate. Skull fairies occasionally venture into nearby settlements to steal hats or spectacles for their skulls so they can better tell their “friends” apart.\r\n</aside>",
  33. "name": "Skull Fairy",
  34. "npc": false,
  35. "perception": 10,
  36. "rarity": "uncommon",
  37. "reflex_save": 11,
  38. "release_date": "2022-07-27",
  39. "resistance": {},
  40. "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 87</row>\n\n<row gap=\"medium\">\r\n**HP** 45\r\n\r\n**AC** 19\r\n\r\n**Fort** +6\r\n\r\n**Ref** +11\r\n\r\n**Will** +8\r\n\r\n**Perception** +10\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSkull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane . They …\r\n</summary>",
  41. "sense": " darkvision ",
  42. "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
  43. "size": [
  44. "Tiny"
  45. ],
  46. "skill": [
  47. "Acrobatics +9",
  48. "Intimidation +9",
  49. "Stealth +11",
  50. "Thievery +9"
  51. ],
  52. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +9, [Intimidation](/Skills.aspx?ID=7) +9, [Stealth](/Skills.aspx?ID=15) +11, [Thievery](/Skills.aspx?ID=17) +9",
  53. "source": [
  54. "Pathfinder #181: Zombie Feast"
  55. ],
  56. "source_raw": [
  57. "Pathfinder #181: Zombie Feast pg. 87"
  58. ],
  59. "source_category": "Adventure Paths",
  60. "source_group": "Blood Lords",
  61. "source_markdown": "<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 87</row>",
  62. "speed": {
  63. "fly": 30,
  64. "land": 15,
  65. "max": 30
  66. },
  67. "speed_markdown": "15 feet, fly 30 feet",
  68. "speed_raw": "15 feet, fly 30 feet",
  69. "spell": [
  70. "Faerie Fire",
  71. "Fear",
  72. "Mage Hand"
  73. ],
  74. "spell_markdown": "[Faerie Fire](/Spells.aspx?ID=107), [Fear](/Spells.aspx?ID=110), [Mage Hand](/Spells.aspx?ID=177)",
  75. "spoilers": "Blood Lords",
  76. "stealth": "11",
  77. "strength": 0,
  78. "strongest_save": [
  79. "ref",
  80. "reflex"
  81. ],
  82. "summary": "Skull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane . They …",
  83. "summary_markdown": "Skull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane . They …",
  84. "text": " Skull Fairy Skull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane. They aren't fey, but their petite, winged forms and tendency for malevolent mischief has caused the appellation “skull fairy” to stick. After bursting from the skull of the deceased, a skull fairy seeks out victims to behead. Skull fairies enjoy nothing more than the horrific sound of wrenching a head free from a body. They often wear the skulls of their most recent victim like caps atop their bulbous, oversized heads. Skull fairies take heads they've acquired to isolated caves, where they carefully strip off the flesh and put the skulls on display. If the skull fairy feels the need for new headgear, they hollow out a fresh skull to wear and retire the old one to a place of prominence. A group of exactly three skull fairies who have each been alive for at least 13 years become much more powerful than their solitary or younger kin. Members of such a coven become stronger and more intelligent, and they set their minds to evil and chaos on a much wider scale—although anything more complicated than wandering about to twist off heads might seem aspirational to a skull fairy. Skull fairies that join a coven gain the elite adjustments and often acquire more powerful innate spells. Nondetection and stinking cloud are the most common spells a skull fairy coven can access, but others exist. A skull fairy can only join a coven consisting exclusively of other skull fairies Skull Fairy Source Pathfinder #181: Zombie Feast pg. 87 Perception +10; darkvision Languages Aklo, Necril, Sylvan Skills Acrobatics +9, Intimidation +9, Stealth +11, Thievery +9 Str +0 Dex +4 Con +0 Int +0 Wis +3 Cha +2 Coven A skull fairy adds nondetection and stinking cloud to their coven's spells. --- AC 19 Fort +6 Ref +11 Will +8 HP 45 Shadowy Pop When killed, a skull fairy explodes into shadowy, noxious tissue like a burst bubble. Each creature within 5 feet must succeed at a DC 18 Fortitude save or become sickened 2 (sickened 3 on a critical failure). --- Speed 15 feet, fly 30 feet Melee Single Action fist +11 (Agile, Finesse, Magical), Damage 1d10+4 bludgeoning plus Skull Twist Primal Innate Spells DC 17 - Cantrips (2nd) Mage Hand - 1st Fear - 2nd Faerie Fire Skull Twist Single Action (Manipulate) Requirements The skull fairy's last action was a successful fist Strike against a creature with a skull; Effect The skull fairy wrenches the creature's neck, disorienting it. The creature must succeed at a DC 20 Fortitude save or be stunned 1 (stunned 3 on a critical failure). Terminal Tug Two Actions (Death, Necromancy, Occult) The skull fairy attempts to rip the head off an adjacent dying creature. The target must attempt a DC 20 Fortitude save. If it fails, it dies, and the skull fairy gains 10 temporary Hit Points for 1 hour. Skull Fairy Friends Most skull fairies hold lengthy conversations with the skulls they've collected and even pretend they have arguments that the skull fairy can mediate. Skull fairies occasionally venture into nearby settlements to steal hats or spectacles for their skulls so they can better tell their “friends” apart. ",
  85. "trait": [
  86. "Shadow",
  87. "Uncommon",
  88. "CE",
  89. "Tiny"
  90. ],
  91. "trait_markdown": "[Shadow](/Traits.aspx?ID=143), [Uncommon](/Traits.aspx?ID=159)",
  92. "trait_raw": [
  93. "Shadow",
  94. "Uncommon"
  95. ],
  96. "type": "Creature",
  97. "url": "/Monsters.aspx?ID=2034",
  98. "vision": "Darkvision",
  99. "weakest_save": [
  100. "fort",
  101. "fortitude"
  102. ],
  103. "weakness": {},
  104. "will_save": 8,
  105. "wisdom": 3
  106. }