Ticktock

Level 16
Creature· evilUniqueMediumLegacy
AC 40
HP 275 (regeneration 15 (deactivated by holy or silver))
Speed 25 ft.
Fort +28
Ref +30
Will +25
Perc +27
Size Medium
Unique
Immunities cold, blinded
Weaknesses holy 15, silver 15
Spells
Divine Innate Spells (DC 37, attack +29)
Languages common, diabolic, shadowtongue
Senses echolocation 120 ft.
Speeds 25 ft., climb 25 ft.
Skills acrobatics +32, crafting +31, athletics +30, thievery +30
Recall Knowledge religion DC 45

Attacks

Melee Tool Fingers +32/+28/+24(agile, evil, magical, unholy, versatile S)
Damage: 3d4+14 piercing + 2d6 persistent bleed + 1d6 spirit

Abilities

Echolocationinteraction

Ticktock can use his hearing as a precise sense at the listed range.

Painsenseinteraction(divine)

Ticktock automatically knows whether a creature he hears has any of the Doomed, Dying, or Wounded conditions, as well as the value of those conditions.

+1 Status to All Saves vs. Magicdefensive
Regeneration 15 (Deactivated by Holy or Silver)defensive

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Tick Tock Tick Tockdefensive(auditory, aura, divine, mental, sonic)

30 feet. When a creature ends its turn in the aura, the constant clicking and ticking sounds coming from Ticktock worm into its thoughts and fill the listener with the sense that time is speeding up for everyone but itself. The creature must succeed at a DC 34 will save or become Slowed 1 (or Slowed 2 on a critical failure) until the end of its next turn.

Shadow Scream◆◆◆offensive(aura, concentrate, darkness, divine, mental, sonic)

Frequency once per hour Effect The sacristan opens their mouth to unloose a series of thunderous clicking sounds and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and sounds around the sacristan. Creatures with Darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 37 will save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is Deafened for 1 round. Failure The creature is Confused and deafened for 1 round. Critical Failure The creature takes 20 mental damage, and is confused and deafened for 1 round.

Description

Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates are assembled from scrap metal, nerveless flesh, and bits of darkness into loyal agents who take ecstatic pleasure in serving other velstracs. Sacristans are empowered by a miniature gateway to the Shadow Plane deep in their mouths. By distending their jaws, they can howl with the shrieks and windstorms of that plane. Sacristans vary in appearance but are the size of maimed humans. Their features are redundant or absent and they are wrapped in barbed and rusted chains.

Traits