Sardus Endling Creature 8

Sarduses once stalked the rivers and marshes of Krethiskar, using their long legs to wade into swift streams and their sharp beaks to spear fish and large amphibians. Due to their size, they had few predators on their home world until the arrival of the Swarm. Like everything else on Krethiskar, the sarduses were devoured as their planet became a huskworld. Now, while the impressive span of their ghostly wings no longer blots out the sun, the wrath-filled trumpets of these vengeful spirits still echo across the planet’s deserted waterways.

Elite Weak Sardus Endling Creature 8

Recall Knowledge DC 25 (includes +2 from Uncommon) 26 (includes +2 from Uncommon) 28 (includes +2 from Uncommon)
Undead (Religion)
Perception +17; darkvision, swarmsense 60 feet (imprecise)
Skills Acrobatics +15, Athletics +13, Stealth +11
Str -5 Dex +3 Con +4 Int -2 Wis +2 Cha +5
Swarmsense A sardus endling can sense the presence of creatures with the kucharn trait and gains a +2 status bonus to Seek versus creatures with the kucharn trait.

AC 25
Fort +18
Ref +19
Will +16
HP 107, void healing
Immunities acid, bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all damage 5 (except force, ghost killer, spirit, or vitality; double resistance vs. non-magical)
Mind’s Cry (aura, divine, mental) 15 feet. A boom of phantom wings and bugle of despondent mental calls constantly surrounds the mournful sardus endling, making telepathic communication uncomfortable. A creature with any form of telepathy or hive mind who enters or begins its turn in the emanation must succeed at a DC 25 Will save or become sickened 1 (sickened 2 on a critical failure) and can’t reduce its sickened value while inside the emanation. A creature that critically succeeds at its save is immune to mind’s cry for 24 hours.
Rejuvenation (divine) When a sardus endling is destroyed, it reforms after 2d4 days within the area where it first emerged, fully healed. A sardus endling can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting, such as through an act of decolonization, ecological restoration, or curing the disease responsible for its extinction.

Speed fly 40 feet
Melee [one-action] beak +18 (magical), Damage 2d10+7 piercing plus 1d6 void
Melee [one-action] talon +18 (agilemagical), Damage 2d6+7 slashing plus 1d6 void
Ranged [one-action] barbed feather +18 (magicalrange increment 30 feet), Damage 2d6+5 piercing plus 1d6 persistent void
Flyby Attack [two-actions] (attacktraversal) The sardus endling Strides or Flies twice, making a beak Strike at any point along its movement.
Trumpet Cry [two-actions] (auditorydivineemotionfearmental) The sardus endling unleashes a haunting warbling cry that freezes its prey. All non-endling creatures within 30 feet must attempt a DC 26 Will save.
Critical SuccessNo effect.
SuccessThe creature is frightened 1.
FailureThe creature is frightened 2 and slowed 1.
Critical FailureThe creature is frightened 3 and paralyzed until the beginning of the sardus endling’s next turn.