Aoandon
This translucent, shaggy, horned monster shines with an eerie blue light, and its form trickles into vapor below the waist.
Aoandon (CR 12)
Medium Outsider (Incorporeal, Native)Alignment: Chaotic Evil
Initiative: +7
Senses: Darkvision 60 feet, True Seeing; Perception +20
Speed: Fly 60 feet (perfect)
Space: 5 feet
Defense
Armor Class: 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)Hit Points: 152 (16d10+64)
Saving Throws: Fort +14, Ref +12, Will +12
Incorporeal
Offense
Melee: touch of madness +19 touch (10d6)Reach: 5 feet
Spell-Like Abilities (CL 16th; Concentration +22):
- Constant- True Seeing
- At Will- Darkness
- 3/day- Bestow Curse (DC 20), Suffocation (DC 21)
- 1/day- Pain Strike, Mass (DC 21), Waves of Fatigue
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
- | 24 (+7) | 19 (+4) | 20 (+5) | 15 (+2) | 22 (+6) |
CMB +23
CMD 40
Feats: Combat Reflexes, Dodge, Skill Focus (Fly), Skill Focus (Intimidate), Spring Attack, Weapon Finesse, Weapon Focus (touch)
Skills: Acrobatics +22, Bluff +25, Diplomacy +19, Fly +40, Intimidate +31, Knowledge (arcana) +20, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nobility) +12, Knowledge (planes) +18, Knowledge (religion) +13, Perception +20, Sense Motive +20, Spellcraft +22, Stealth +22
Languages: Abyssal, Celestial, Common, Draconic, Giant, Infernal
Special Abilities
Touch of Madness (Su)
The touch of an aoandon causes maddening fear. As a standard action it can make an incorporeal touch attack that deals 10d6 damage. Any living creature damaged by an aoandon's touch attack must succeed at a DC 24 Will save or be confused for 1d4 rounds. A creature that succeeds at this saving throw can't be confused again by this aoandon's touch of madness for 10 minutes. This is a mind-affecting fear effect. The save DC is Charisma-based.Ecology
Environment: AnyOrganization: solitary
Treasure: none
An aoandon is an incorporeal outsider formed from the spirit of a woman who died pursuing some ill-fated relationship. An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life. If that person is dead, she finds a surrogate-someone who reminds her of the wrongdoer-and acts out her delusions with unrelenting vindictiveness. These spirits can also appear as a result of mishaps with calling spells, but such instances are rare.
CALLING AN AOANDON
Calling an aoandon requires a paper lantern inscribed with runes and fueled by oils costing no less than 5,000 gp. Three or more creatures must chant the creature's name for 1 minute, then extinguish the lantern. There's a 1% chance per Hit Die the callers collectively possess that the aoandon is called. Relatives of the aoandon count as triple their normal Hit Dice. The aoandon isn't under the control of its conjurers, and can return to where she came from only after she has murdered at least one person she feels is responsible for her anguish.