The Shadow Prince

Level 11
Creature· chaoticRareLargeLegacy
AC 30
HP 200
Speed 30 ft.
Fort +21
Ref +22
Will +18
Perc +18
Size Large
Rare
chaoticevilillusionmental
Immunities death effects, disease, doomed, scrying, emotion
Resistances physical 10 (except silver)
Weaknesses mental 10
Spells
Occult Innate Spells (DC 30, attack +22)
Senses darkvision
Speeds 30 ft., fly 30 ft.
Skills intimidation +24, deception +22, occultism +21, society +21, stealth +20
Recall Knowledge arcana DC 33

Attacks

Melee Illusory Weapon +24/+19/+14(illusion, mental, occult)
Damage: 4d6+10 mental + 1d6 persistent bleed
Effect: urban legend

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 the Shadow Prince is perceived by the listener in its native language.

Urban Legendinteraction

The Shadow Prince's illusory abilities granted by its urban legend include its immunity to emotion effects, its resistance to physical damage, its frightful presence, and the persistent bleed caused by its melee Strikes. 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 10 to one damage type other than mental • Resistance 10 to physical damage, with an exception for either cold iron or silver • Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 • 1d6 Extra Damage on Strikes, of a type one foe believes in • Additional Spells Phantom Pain and Shadow Blast at 6th rank

Frightful Presencedefensive(aura, emotion, fear, mental)

100 feet. DC 28 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.

Description

A rumor can become so vivid and so 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 swirl around the victims of a Phantasmal Killer spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.

Traits

Chaotic
Evil