A Most Unlikely Terror!


Pathfinder First Edition General Discussion


Just for fun, I put together this most unlikely bad guy. It might be an amusing read. Apologies for the poor name. If anyone uses this, please post about how the encounter goes!

Busby
CR 3; 800 XP

Gruesome scars cover this pale, jellyfish-like creature floating gently in the air, two long eyestalks extending from either side of its puckered mouth. It somehow exudes an aura of menace.
Implacable stalkerHA flumphB3
LE Small aberration
Init +3; Senses darkvision 60 ft., sense fear 120 ft.; Perception +7
Aura fear aura (60 ft., DC 11)

Defense
AC
24, touch 14, flat-footed 21 (+3 Dex, +10 natural, +1 size)
hp 18 (2d8+9)
Fort +3, Ref +3, Will +5
Defensive Abilities terrifying inevitability; DR 5/—; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10

Offense
Speed
5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4+3 plus acid injection)
Special Attacks gory display, right behind you, stench spray

Statistics
Abilities
Str 14, Dex 16, Con 17, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats DiehardB, EnduranceB, Intimidating ProwessB, ToughnessB, Weapon Finesse
Skills Diplomacy +2, Fly +18, Intimidate +13, Perception +7, Sense Motive +3, Stealth +17, Survival +5 (+11 tracking); Racial Modifiers +8 Intimidate, +6 Stealth, and +6 Survival when tracking.
Languages Aklo, Common
SQ nightmare resurrection

Special Abilities
Acid Injection (Ex)
When Busby strikes an opponent with his spikes, he injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid’s effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows Busby takes this acid damage automatically every round it maintains this contact with Busby.
Fear Aura (Su) All creatures within this radius must succeed at a Will save or become shaken for as long as they remain within 60 feet of Busby, and for 1 round thereafter. A creature that successfully saves cannot be affected again by his aura until the creature has left the aura and reentered it. This is a mind-affecting fear effect.
Gory Display (Ex) Whenever Busby kills a sentient living creature, as a swift action, he can revel in the kill, shredding the victim’s corpse in a gruesome display of power. If he does , he gains a +4 morale bonus to Strength and Dexterity for 1 minute.
Alternatively, Busby can cause a single creature within 60 feet to become more vulnerable to fear. Creatures affected in this way lose any immunity to fear they may have. If the creature did not possess immunity to fear, it takes a –4 penalty on saving throws to resist fear effects, and all Intimidate checks attempted against it receive a +4 circumstance bonus. These effects last for 10 minutes. Finally, if the creature is currently immune to Busby’s fear aura because it succeeded at a previous saving throw, it loses that immunity.
Nightmare Resurrection (Su) When Busby dies, he creates a psychic imprint on the mind of each intelligent creature within 60 feet that witnessed his death. Each week, such creatures are subject to a nightmare effect (DC 11; the normal modifiers for nightmare based on knowledge and connection do not apply). In this nightmare, the creature is hunted and slain by Busby (for GMs using the nightmare dreamscape rules in Horror Adventures, these nightmares always have the “being chased” nightmare feature). A creature that succeeds at three consecutive saving throws to resist the effect is freed from it. If any creature fails at three consecutive saving throws to resist the nightmare, Busby returns to life, as per true resurrection. If his corpse has been completely destroyed, he returns to life in a random location within 5 miles of the creature that failed to resist the nightmare effects. Once Busby is returned to life, the psychic imprint fades from all creatures still affected by it.
Right Behind You (Sp) As a swift action, Busby can teleport to an unoccupied space, which must be adjacent to a creature he is aware of that has the shaken, frightened, or panicked condition. Busby can travel a maximum distance of 480 feet with each use of this ability, and must wait 1d6 rounds between each use. Additionally, if Busby travels at least 40 feet, any shaken, frightened, or panicked creature he arrives adjacent to is denied its Dexterity bonus to AC against his attacks until the beginning of his next turn.
Sense Fear (Su) Busby is able to sense the fear of nearby living creatures. This functions similarly to blindsight, with a range of 120 feet, except it only allows Busby to detect creatures that are currently experiencing any level of fear. Additionally, this ability allows Busby to detect such creatures even through solid barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Stench Spray (Ex) Busby can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 14 Fortitude save or be sickened for 5 rounds. Alternatively, Busby can concentrate the spray on a single target within 5 feet. To use this version of his stench spray, he must succeed at a ranged touch attack (+5 bonus). If the target is hit, it must make a DC 14 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
Terrifying Inevitability (Su) Busby is even more difficult to kill when in the presence of fear. As long as Busby is able to see or hear a creature currently experiencing any level of fear, he gains fast healing 2, his damage reduction increases to 10/—, and he gains spell resistance 19.

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