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    Netherspark

    This creature looks like a 6-foot tall humanoid whose form is composed of dark matter. Its head is featureless and sports no eyes, ears, nose, or mouth. It wears no clothes and bands of silver and white crackle and dance in its form.

    Netherspark CR 7

    XP 3,200
    NE Medium outsider (evil, extraplanar)
    Init +7; Senses darkvision 60 ft.; Perception +20

    DEFENSE

    AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
    hp 125 (10d10+70)
    Fort +12, Ref +10, Will +10
    DR 10/magic; Immune negative energy; Resist positive energy 16

    OFFENSE

    Speed 30 ft.
    Melee 2 slam +14 (1d6+4)
    Ranged negative energy ray +13 touch (1 level, DC 22)
    Special Attacks negative energy aura, negative energy burst, negative energy ray

    STATISTICS

    Str 19, Dex 16, Con 24, Int 14, Wis 16, Cha 14
    Base Atk +10; CMB +14; CMD 27
    Feats Alertness, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (ray)
    Skills Acrobatics +16, Bluff +15, Climb +14, Diplomacy +15, Intimidate +15, Knowledge (planes) +15, Linguistics +3, Perception +20, Survival +15
    Languages Celestial, Common, Draconic, and Infernal

    SPECIAL ABILITIES

    Negative Energy Aura (Ex)

    Being composed of negative energy, a netherspark radiates an aura of such energy in a 10-foot radius. Any living creature within this area takes 1 point of damage per round until it leaves the area. Undead in the area heal 1 hit point each round they remain in the area. Undead cannot more hit points than their normal total from the netherspark's aura.

    Negative Energy Burst (Su)

    Once every 1d4 rounds, a netherspark can release a burst of negative energy in a 20-foot radius around it. Creatures in the area take 1d8+10 points of negative energy damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal.

    Negative Energy Ray (Su)

    Once per round as a standard action, a netherspark can release a ray of negative energy with a range of 40 feet as a ranged touch attack. A target hit takes gains one negative level if it fails a DC 22 Fortitude saving throw. On a successful save, the target avoids the negative level but still takes 1d8 points of negative energy damage. The save DC is Constitution-based.

    Source
    Tome of Horrors Complete
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