Nemesis
Level 13Attacks
Abilities
Anything spoken by Nemesis is perceived by the listener in its native language.
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.
When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after .
Normally, when a brainchild is destroyed, it returns after 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 sa
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.