Phade

Creature 7
  • Medium
  • air
  • elemental
Perception
+16; darkvision
Languages
Sussuran
Skills
Acrobatics +16, Nature +15, Stealth +18, Survival +15
Str +3, Dex +6, Con +3, Int +2, Wis +2, Cha +0
AC
26; Fort +14, Ref +18, Will +11
HP
70; Immunities bleed, paralyzed, poison, sleep

Naturally Invisible The phade is Invisible at all times, though when it takes a hostile action of any kind, it is Hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time.

Speed
25 feet, fly 25 feet

Melee ◆ fist +18 (agile, finesse, unarmed), Damage 1d10+5 bludgeoning

Hush ◆ (air, primal) The phade calms the air in a 30-foot emanation until the beginning of its next turn, reducing sounds in it to a whisper that can't be heard outside the emanation.

This doesn't prevent casting spells, but a phade attempts to counteract any auditory or sonic effect originating in the area with a +17 counteract modifier. If the counteract attempt fails, Hush ends early.

Sneak Attack The phade deals 2d6 extra precision damage to Off-Guard creatures.

Source: Pathfinder Monster Core

Running this fight? Add the phade 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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