columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Living Rune (Occult)"
level: "Creature 13"
rare_03: [[Rare]]
alignment: ""
size: "Small"
trait_01: [[construct]]
trait_02: [[lawful]]
modifier: 25
perception:
- name: "Perception"
desc: "+25; Darkvision, Truesight"
languages: "truescript"
skills:
- name: "Skills"
desc: "Deception: +24, Occultism: +0, Stealth: +25"
abilityMods: [1, 6, 1, 8, 8, 5]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 34
armorclass:
- name: AC
desc: "34; __Fort__ +20, __Ref__ +23, __Will__ +27"
hp: 245
health:
- name: ""
- name: HP
desc: "245; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
abilities_top:
- name: ""
- name: "Truescript"
desc: " A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language."
- name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
abilities_mid:
- name: ""
- name: "Backdrop"
desc: " When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion."
- name: "Surface-Bound"
desc: " A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed."
attacks:
- name: ""
- name: "**Ranged** `pf2:1` Electrical Blast"
desc: "+25 (electricity, range increment 60 feet)\n__Damage__ 4d12 electricity"
- name: "Occult Innate Spells"
desc: "DC 35, attack +27; __7th __ _[[Spells/Visions of Danger|Visions of Danger (x2)]]_; __6th __ _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Rune Trap|Glyph of Warding (At Will)]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __5th __ _[[Spells/Wave of Despair|Crushing Despair (x2)]]_, _[[Spells/Synesthesia|Synesthesia (x2)]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
name: Living Rune (Occult)
creatures:
- 1: Living Rune (Occult)The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes.
These runes are crafted by unknown hands and often left in out-of-the-way places.
Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.