Ozthoom
Creature 14- Perception
- +25; lifesense 120 feet, low light vision
- Languages
- Aklo, Common, Fey, Can't speak any language, Telepathy 100 feet
- Skills
- Acrobatics +28, Deception +25, Intimidation +27, Nature +22, Stealth +28
- Str +7, Dex +8, Con +4, Int +2, Wis +2, Cha +5
Telepathy 100 feet (aura, magical, mental)
Lifesense 120 feet
- AC
- 35; Fort +23, Ref +28, Will +24
- HP
- 280; Weaknesses cold iron 10
- Speed
- 0 feet, fly 75 feet
Melee ◆ claw +29 (agile, cold iron, unarmed), Damage 3d6+15 slashing
Melee ◆ wing +29 (cold iron, reach 10 feet), Damage 2d6+15 piercing plus 2d6 bleed
Primal Innate Spells DC 34, attack +26; 8th pinpoint; 7th eclipse burst, teleport; 6th truesight; 5th planar tether, darkness (at will); 2nd silence; 1st enfeeble
Shadow Doubles ◆ (concentrate, illusion, light, occult, shadow, summoned) ◆ to ◆◆◆
Frequency once per day
Effect For each action spent to use this ability, the ozthoom creates one shadowy duplicate anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ozthoom, but they have the summoned trait, 85 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ozthoom, whichever comes first. Each round thereafter, the ozthoom can Sustain the effect to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ozthoom can see through the eyes of all the shadow doubles at once. A character who Seeks can identify an ozthoom as real or a shadow double with a successful DC 39 Perception check.
Sneak Attack A ozthoom's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.
Source: Pathfinder Monster Core 2