This gargoyle-like creature has long spiky legs and a bat-like head—its body seems to be made of living, dark purple crystal.
XP 3,200 DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural) OFFENSE
Speed 40 ft., fly 90 ft. (good) Constant—entropic shield, hide from undead (DC 14) STATISTICS
Str 17, Dex 20, Con 18, Int 13, Wis 14, Cha 17 SPECIAL ABILITIES
Entropic Flesh (Ex)
Any creature that hits a sceaduinar with a melee attack takes 1d6 points of negative energy damage. Attacking with a weapon that provides reach allows a creature to avoid taking this damage. Entropic Touch (Ex)
A sceaduinar’s natural attacks can strike incorporeal creatures as if they were ghost touch weapons. All of a sceaduinar’s natural attacks deal +1d6 points of negative energy damage to the target. This energy does not heal creatures healed by inflict spells. Void Child (Ex)
Sceaduinars are immune to effects that target souls (such as trap the soul) or require knowledge of a creature’s identity (such as scrying). When one is slain, it cannot be restored to life by magic save by a miracle or wish, or by divine intervention. |