Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Accelerating Inquest
(concentrate, detection, divination, occult) The raw nerve mentally probes a creature within 100 feet, attempting an Occultism check against the creature's Will DC. On a success, the raw nerve can Step, and gains a +2 circumstance bonus to AC against that creature until the start of the raw nerve's next turn.
Ability
Float
A raw nerve floats a few inches from the ground. As such, it can ignore difficult terrain.
Ability
Involuntary Reaction
A creature struck by a raw nerve's nerve ending strike must succeed at a DC 26 Reflex saving throw or be unable to use reactions until the start of its next turn.
Ability
Synaptic Overload
(enchantment, incapacitation, mental, occult) The raw nerve releases a burst of mental energy in a 30-foot cone, dealing 4d12 mental damage to each creature in the cone (DC 23 Will save). Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is stunned 1. Critical Failure The creature takes double damage and is stunned 2.
Ability
Thoughtsense
(divination, mental, occult) The raw nerve senses all non-mindless creatures at the listed range.
Offense
Melee
Circumstance: combat round (melee)
nerve ending +20 [+16/+12] (agile, finesse, magical), Damage 2d10+9 electricity plus involuntary reaction
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
electricity
mental
paralyzed
poison
unconscious
Language
(can't speak any language)
Common
Necril
telepathy 100 feet
Perception
darkvision
thoughtsense 60 feet
Weakness
slashing 5