Nemesis

Level 13
Creature· illusionUniqueLargeRemaster
AC 33
HP 240
Speed 30 ft.
Fort +22
Ref +25
Will +21
Perc +23
Size Large
Unique
Immunities death effects, disease, doomed, scrying, detection
Weaknesses mental 15
Spells
Occult Innate Spells (DC 33, attack +25)
Senses darkvision
Speeds 30 ft., fly 30 ft.
Skills deception +27, intimidation +27, stealth +25, crafting +24, society +24
Recall Knowledge arcana DC 41

Attacks

Melee Illusory Weapon +26/+21/+16(illusion, mental, occult)
Damage: 3d12+13 mental
Ranged Illusory Weapon +25/+20/+15 (range 100 ft.)(illusion, mental, occult)
Damage: 3d4+13 mental

Abilities

Telepathy 100 feetinteraction(aura, magical)

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 Nemesis is perceived by the listener in its native language.

Urban Legendinteraction

As a brainchild formed from a legendary villain defeated by the PCs, Nemesis possesses two unique abilities, one chosen from the defensive abilities and one from the offensive abilities listed above. As long as the PCs exist, Nemesis has full uses of its two Urban Legend abilities, but a creature can Seek or Sense Motive (DC 37) Nemesis to attempt to disbelieve one of these abilities, thereafter treating that ability as if the brainchild didn't possess it.

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.

Will They Come Back?defensive(curse, mental, occult)

Normally, when a brainchild is destroyed, it returns after 2d4 days if anyone still fully believes it exists. Nemesis remains dead once slain by the PCs, but as the brainchild is slain, any PC within 120 feet must succeed at a DC 30 will save or become cursed. Critical Success The PC is unaffected. Success The PC fears that Nemesis might come back from death to strike at them as they sleep. The next time the PC attempts to rest for the night, they must succeed at a DC 30 will save or they'll awaken Fatigued and must spend two hours rather than one to make their daily preparations. After this, the curse ends. Failure As success, but the curse persists until it's removed through magic like Cleanse Affliction. Critical Failure As failure, but the PCs also becomes Stupefied 1 each time they fail their DC 30 will save to resist becoming fatigued.

I Know Youoffensive

Even before the brainchild version of Nemesis actually encounters the PCs, the fact that they manifested from the legends and emotional histories involving the PCs previous clash against their old enemy allows this brainchild to cast Nightmare and Sending spells as if it has met the PCs in person and knows their names.