Ozthoom Shadow Double

Creature 14
  • Large
  • fey
  • summoned
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
85; Weaknesses cold iron 10

Saving throws against Light effects A shadow double that attempts a saving throw against a light effect can't get a result better than failure.

Speed
0 feet, fly 75 feet

Melee ◆ claw +25 (agile, cold iron, unarmed), Damage 3d6+15 slashing

Melee ◆ wing +25 (cold iron, reach 10 feet), Damage 2d6+15 piercing plus 2d6 persistent bleed

Sneak Attack A ozthoom shadow double's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

Source: Pathfinder Monster Core 2

Running this fight? Add the ozthoom shadow double to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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