

Turned one of my working Novel's antagonists into a Creature for Paizo-Finder Games. Enter Oblivion with Howl the Psychic Cyber-Chimera (Art by Hyartsoul)
[Howl’s Creature Block]
Senjata Esovitic Cyber-Chimera: Howl
AC: 31 Fort +26, Ref +29, Will +19
HP: 136
Tags: Unique, Cosmic, Humanoid, Aberration, Force,
Recall Knowledge DC 32 Occultism (Upon Critical Success, also can do the special action ‘Interpret Oblivion’)
Skills: Acrobatics +30, Athletics +27, Survival +27, Occultism +28, Thievery +25, Stealth +29
Str +8, Dex +8, Con +6, Int +6, Cha +4
Resistances: Mental 5, Fire 5, Persistent Damage 2, Non-Magical attack 5
Immunities: Any spell with Emotional Trait, Frightened Condition,
Weakness: Non-Lethal Damage 5, Electricity 2
Weapon: Custom Monowire Pleasure Claws +18 [+14/+11] (modular to Slash and Pen w/reach 15 feet) (Has the Weapon Traits of Hooked, Wounding and Impactful. Is also treated as ‘Unarmed’ to benefit several feats), Damage 2d12+5 slashing and 1d8+2 Psychic. Has access to the Martial Artist Archetype Feats of Wolf Stance, Follow-up Strike, Grievous Blow and Wolf Drag.
Spell: Warp Step, Ghostly Shift, Shatter Mind, Translocate,
Reactions per turn: 3 (can Attack of Opportunity)
Empathic Shadow (aura, Occult) 10 feet: Howl’s Cyber-Magic Augments allows her to use her Psychic Powers to cloak her approach. Any creature targeting the war machine from outside the aura treats it as if it were concealed unless they possess scent or a non-visual–based sense.
Hypersonic Burst [Trigger]: When Howl Steps or Strides twice. The war machine gains a +10-foot circumstance bonus to its Speed during these moves.
Slip Away [reaction] (abjuration, Occult): Trigger Howl succeeds at a save against an effect that is not have a Mental, Void, Vitality Trait; Effect Howl reenters Esovitic Cloaking at the last moment, critically succeeding at the save instead.
Calculate Threats [one-action] (Occult): Howl gains a +2 circumstance bonus to AC and Reflex saves until the beginning of her next turn.
Perverse Homeostasis [reaction]: Trigger - Howl’s nervous system catastrophically misinterprets certain harmful stimuli as adaptive triggers. Whenever Howl gains a negative/debilitating condition choose from the following below. Only one buff from Perverse Homeostasis can be active at a time:
3d6 Temp HP, +5 Speed until end of next, Ignore and gain temporary immunity of the Condition until the start of your next turn, an additional reaction starting next turn.
Unto Death [reaction] (Emotion): Trigger once per round: Howl takes damage from a creature she can perceive. Strides toward the triggering creature then attempts to Strike (Multiple Attack penalty applicable), Trip or Grapple if within melee range.
Euphoric Blades [Trigger] (Mental, Emotion): Whenever Howl’s Strikes critical hits or executes a successful Reaction Strike , gain 2d4+2 Temp HP and Weapon Strikes gain Impossible until end of next turn.
Enter Oblivion [two-action] [Occult, Trap, Mental, Emotional, Curse] (60ft, one target, Will Save, 1-Minute Duration):
Howl targets a single target and transports them into a Noetically Constructed Cage of Esovitic Origin and locking them there. The Target is Observed at all times by Howl whilst Howl is considered invisible to that same Target.
Target suffers a unique ‘Oblivion’ Condition: Target is considered flatfooted, cannot benefit from Aid, treat all allies or friendly npc’s as unreachable.
Target must make a Will Save
Critical Success: The target resists violently causing the Noetic Construct to retaliate causing 2d12+6 Mental Damage + 1d6 persistent Mental Damage and Frightened 4 and remain trapped in the Construct.
Success: 1d12+3 Mental Damage and gain a stacking +1 Bonus Circumstance to ‘Escape Oblivion’ next turn.
Failure: Target ceases struggling Gain the action ‘Escape Oblivion’. Which is to roll a a DC6 on 1d6 to free themselves from the Noetic Construct.
Critical Failure: Same as Failure but a flat 1d2. Additionally Howl takes 2d16+6 mental damage.
Upon Regular or Critical Failure, Howl cannot cast Enter Oblivion for the next 3 turns.
(Creator Note: Yes… you read it right. You need to ‘Fail’ the Saving Throw to not get hurt by it. Additionally, Enter Oblivion uses as a basis the Quandary Spell since I wanna replicate the ‘Trapped in a dreadful crushing space’ aspect to it. If you know the scene in Night Mare on ElmStreet where Krueger kills someone with ‘Invisible Karate’ it was as if he was being tossed around by an invisible, intangible force. That's what it would look like to outside viewers looking at someone affected. Or just imagine your fighting in Vale Tudo, but your opponent is invisible.)
Interpret Oblivion [Trigger]: Player Roles a DC 40 Occultism whilst under the effects of Howl’s ‘Enter Oblivion’ Spell. Reverse all Success and Failure Results of the ‘Enter Oblivion’ Spell.