Heh Shan-Bao (Level 13)

Level 13
Creature· fiendUniqueLargeRemaster
AC 35
HP 180
Speed 20 ft.
Fort +24
Ref +25
Will +21
Perc +23
Size Large
Unique
Immunities death effects, disease, doomed, scrying, bleed, detection
Resistances physical 15 (except silver)
Weaknesses mental 15, sonic 15
Senses darkvision
Speeds 20 ft., fly 20 ft.
Skills deception +27, intimidation +27, stealth +25, arcana +24, society +24, religion +23
Recall Knowledge religion DC 41

Attacks

Melee Illusory Claws +26/+21/+16(illusion, mental, occult, reach 10 ft.)
Damage: 4d8+10 mental + 1d6 slashing
Effect: urban legend

Abilities

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Universal Languageinteraction

Anything spoken by the brainchild is perceived by the listener in its native language.

Urban Legendinteraction

A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have. • Tremorsense (imprecise) 100 feet • Immunity to one damage type, magic school, or condition • Weakness 15 to one damage type other than mental • Resistance 15 to physical damage, with an exception for either cold iron or silver • Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 • 1d6 Extra Slashing Damage on Strikes • Additional Spells Phantasmal Calamity

Fear of Flutesdefensive

The first time in any round when someone plays a flute within 30 feet of Heh Shan-Bao, he must attempt a will save against the flute player's Performance DC. This DC increases by 4 if the flute player is someone (at the GM's discretion) who's strongly religious. Critical Success Heh Shan-Bao is unaffected. Success Heh Shan-Bao becomes Frightened 1. Failure Heh Shan-Bao becomes Frightened 2. Critical Failure Heh Shan-Bao becomes Frightened 3 and is Fleeing until the end of his next turn.

Frightful Presencedefensive(aura, emotion, fear, mental)

100 feet. DC 30 will A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.

Persistence of Memorydefensive(illusion, mental, occult)

When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days.

Steal Souloffensive(death, occult)

Trigger Heh Shan-Bao casts phantasmal calamity, spirit blast, or vision of death Effect If the triggering spell kills a 10th-level or lower creature, the target's eyes vanish, all fat drains from its body, and burnt brands manifest around the wrists as the target's soul is siphoned into the corrupted Willowshore mindscape. The target can't be returned to life through any means, even powerful magic like the wish ritual, until the corrupted Willowshore mindscape is destroyed at the end of Act 4.

Description

A rumor can become so vivid and persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors are borne from victims of a Vision of Death spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as dangerous as one believes them to be. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.