Dementor (Pathfinder Creature)
You feel the air go unnaturally cold. An aura of despair seems to permeate the atmosphere. Those who can see incorporeal undead see a ten foot tall figure floating there, covered from head to foot in a tattered black cloak, the face hidden within the hood. Its hands are scabbed and greyish green, like a drowned corpse, and they reach out and try to touch you.
Dementor | |
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Size/Type: | Large Undead (Incorporeal) |
Hit Dice: | 15 d8 (165 hp) |
Initiative: | +6 |
Speed: | Fly 40 ft (perfect) |
Armor Class: | 16, touch 16, flat-footed 16 |
Base Attack Bonus: | 11 |
CMB/CMD: | 14/24 |
Attack: | 12 |
Full Attack: | — |
Space/Reach: | 10/10 |
Special Attacks: | Cold Aura, Fear Aura, Charisma Drain, Dementor's Kiss |
Special Qualities: | Blind, Emotionsense 120 ft., Positive Energy Vulnerability |
Saves: | Fort 12, Ref 7, Will 9 |
Abilities: | Str —, Dex 15, Con —, Int 9, Wis 10, Cha 25 |
Skills: | Sense Motive 21, Fly 28, Intimidate 25 |
Feats: | Weapon Finesse, Improved Initiative, Skill Focus (Sense Motive) |
Environment: | "They infest the darkest, filthiest places, they glory in decay and despair." |
Organization: | Any |
Challenge Rating: | 12 |
Treasure: | None |
Alignment: | Neutral Evil |
Advancement: | — |
Level Adjustment: | — |
Combat
The DC of Dementor abilities is 17 (10 + Charisma).
Incorporeal Undead Traits: Immune to mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, damage to physical ability scores (Constitution, Dexterity, and Strength), exhaustion and fatigue effects, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Healed by negative energy and harmed by positive energy. Invisible, but can become visible with concentration. Cannot affect the material plane except as noted.
Emotionsense 120 ft (Ex): Dementors are blind as they do not have eyes. Instead they see by sensing emotions, using Sense Motive in place of Perception. One who wishes to hide from a Dementor must use Bluff to hide their emotions; doing so incurs a -10 penalty while under a fear or other emotion effect.
Cold Aura (Su): The air within 60 feet of a Dementor is supernaturally chilled to freezing. Creatures within the area can feel the cold, and if they spend enough time in it they must save vs freezing temperatures.
Fear Aura (Su): Creatures who come within 30 feet of a Dementor must make a Will save. If they fail the save, they are paralyzed with fear for 1 round and then shaken for 1d4 rounds. If they succeed on the save, they are merely shaken for 1d4 rounds. Whether they succeed or fail, they cannot be affected by this Dementor's Fear Aura for 24 hours or until they are subject to the Dementor's Charisma Drain (see below). Further doses of Fear Aura - even from other Dementors - do not stack, but can increase the duration. This fear takes the form of reliving your worst memories. One who is not aware of the Dementor is not aware of the source of this fear.
Charisma Drain (Su): As a touch attack once per round a Dementor may deal 1d6 Charisma Drain to a subject (Will save halves damage). If the attack hits, the target is immediately affected by the Dementor's Fear Aura, even if they would not normally be subject to it. This attack cannot kill its target; if the attack would take the target to 0 Charisma or lower, it instead leaves them at 1 Charisma and makes them fall unconscious for 1 minute per remaining point of Charisma Drain.
Dementor's Kiss (Su): A Dementor may materialize enough to attempt to grapple an opponent, but takes a -5 penalty to do so. It may kiss a successfully grappled opponent, dealing 2d6 Charisma Drain to the target (Will save halves damage). If this Charisma Drain would kill the target, instead the Dementor eats the target's soul. This leaves them with a Charisma score of —, alive but mindless and vegetative. They cannot be resurrected even if they are killed, for their soul has been destroyed.
Positive Energy Vulnerability: Dementors take 150% damage from positive energy, and must make a will save DC10+damage taken or be frightened for 1d6 rounds per 5 damage taken (or fraction thereof).
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