Binumir

Level 3
Creature· evilMediumLegacy
AC 19
HP 25 (void healing)
Speed 0 ft.
Fort +9
Ref +12
Will +8
Perc +10
Size Medium
Common
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 2 (except force, ghost touch, vitality; double vs non magical)
Languages common
Senses darkvision
Speeds 0 ft., fly 25 ft.
Skills society +10
Recall Knowledge occultism or religion DC 18

Attacks

Melee Ghostly Hand +12/+8/+4(agile, finesse, magical)
Damage: 1d8+4 void

Abilities

Delay Conditiondefensive

The binumir's dual spirit takes longer to be affected by detrimental effects. When the binumir is the target of an effect that imparts the Confused, Controlled, Fascinated, Frightened, Sickened, Slowed, or Stunned condition, the condition is automatically suppressed until the end of the binumir's next turn.

Void Healingdefensive

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.

Agonizing Wail◆◆offensive(auditory, concentrate)

The binumir unleashes a distressing cry that fills others with wrenching sadness. Creatures within 30 feet must attempt a DC 17 will save. Critical Success The target is unaffected and is temporarily immune to Agonizing Wail for 1 minute. Success The target can't use reactions for 1 round. Failure The target is Slowed 1 and can't use reactions for 1 minute as it sobs uncontrollably. It can attempt a new Will save to end the effect at the end of each of its turns. Critical Failure As failure, but the target can't make saves to end the effect.

Dual Assault◆◆◆offensive

The binumir makes four Strikes; no more than two can be against the same target. These attacks count toward the binumir's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.